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		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiOuJou&amp;diff=28897</id>
		<title>DoDonPachi DaiOuJou</title>
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		<updated>2024-04-07T21:55:53Z</updated>

		<summary type="html">&lt;p&gt;Juju Kenobi: /* End-stage Bonus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:WL Logo.png|190px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #f43838&lt;br /&gt;
|title = DoDonPachi DaiOuJou&lt;br /&gt;
|background = white&lt;br /&gt;
|image = WL Title.png&lt;br /&gt;
|imagecaption = Title Screen&lt;br /&gt;
|imagescalepx = 230px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Shohei Satoh&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br/&amp;gt;Takashi Ichimura&lt;br /&gt;
|art = Shohei Satoh&amp;lt;br/&amp;gt;Hiroyuki Tanaka&lt;br /&gt;
|designer = Akira Wakabayashi&amp;lt;br/&amp;gt;Kengo Arai&amp;lt;br/&amp;gt;Hiroyuki Tanaka&lt;br /&gt;
|releasedate = '''Arcade:''' April 5, 2002 / April 20, 2010 (Tamashii)&amp;lt;br/&amp;gt;'''PS2:''' April 10, 2003&amp;lt;br/&amp;gt;'''Xbox 360:''' February 9th, 2009&lt;br /&gt;
|previousgame = [[Progear no Arashi]]&lt;br /&gt;
|nextgame = [[Ketsui: Kizuna Jigoku Tachi]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''DoDonPachi DaiOuJou''''' (JP: 怒首領蜂 大往生, abbreviated: '''DOJ''', iOS/Android: '''''DoDonPachi Blissful Death''''') is the fourth entry in the [[:Category:DonPachi series|DonPachi series]] of shoot-em-ups (the third developed by [[CAVE]]). It is one of the most well-regarded games in CAVE's catalog of shooters. DOJ introduced the '''[[Hyper System]]''' to the series, which allowed the player to give all of their firepower an enormous boost in strength, in exchange for increased game difficulty.&lt;br /&gt;
&lt;br /&gt;
There are two versions of ''DoDonPachi DaiOuJou'' that were released to the arcades; ''White Label'' and ''Black Label''. ''White Label'' is what the original release of the game is referred to as, and ''Black Label'' is a revised version of the game containing a selection of mechanics adjustments and bug fixes, as well as the option to select between a one-loop or two-loop game. When differentiating between the two, people abbreviate the game as &amp;quot;DOJ WL&amp;quot; for White Label and &amp;quot;DOJ BL&amp;quot; for Black Label.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
===Overview===&lt;br /&gt;
The controls in DaiOuJou are identical to the previous games in the series. The joystick (or controller on the PS2 version) moves the ship. Tapping button 1 fires standard shots, and holding button 1 fires the laser weapon. Pressing button 2 activates a hyper if one is available, or uses a bomb if no hypers are in stock. If the laser is active the bomb is an amplification of the laser weapon; otherwise it is an explosion that covers the screen. In all cases the player becomes invincible for a short period. There is also an option to enable button 3, which automatically fires only the standard shots, otherwise known as &amp;quot;auto(matic) fire&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
DaiOuJou follows the conventions of the previous game with only a few changes. The chaining system is intact and works in much the same way. Causing an enemy to explode fills a meter, and every enemy destroyed before the meter depletes adds to the current chain and again refills the meter. Holding the laser weapon over a large enemy will hold the meter steady and slowly accumulate hits. In this way it is possible to create a single chain out of any of the 5 stages.&lt;br /&gt;
&lt;br /&gt;
===Fighters===&lt;br /&gt;
* TYPE-A: High speed, fires front concentration shots&lt;br /&gt;
* TYPE-B: Low speed, fires wide front area shots&lt;br /&gt;
&lt;br /&gt;
Type B shot speed is slightly faster in the Black Label version than it is in the White Label version.&lt;br /&gt;
&lt;br /&gt;
===Element Dolls===&lt;br /&gt;
The selection of Element Dolls is similar to the selection of Shot or Laser variants in DoDonPachi. In ''DaiOuJou'', however, they also determine how many bombs the player can carry. A doll is chosen after a fighter type is selected. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! DFSD-010 SHOTIA&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DOJ_shotia_portrait.png|300px]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Enhances shot power.&lt;br /&gt;
*Starting bomb capacity is 3, max is 6.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! DFSD-014 LEINYAN&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DOJ_leinyan_portrait.png|300px]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Enhances laser power.&lt;br /&gt;
*Starting bomb capacity is 2, max is 4.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! FSD-002 EXY&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DOJ_exy_portrait.png|300px]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Enhances shot and laser power.&lt;br /&gt;
*Starting bomb capacity is 1, max is 2.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When the player loses a life, their enhanced weapon is reduced in power by one level, while the non-enhanced weapon's power is reduced to its lowest level. In the case of Expert type, both weapons are lowered by only one level upon death. Moreover, if the life was lost while in hyper mode, bomb capacity won't be increased.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item || Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DOJ_powerup.png|center]] || '''Power up''' &amp;lt;br&amp;gt; Increases the player's shot and laser power.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DOJ_bomb.png|center]] || '''Bomb''' &amp;lt;br&amp;gt; Adds a bomb.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DOJ_small_star.png|center]] || '''Small star'''&amp;lt;br&amp;gt; Grants 500 points.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DOJ_large_star.png|center]] || '''Large star'''&amp;lt;br&amp;gt; Found in stage 1-4 and 2-4 upon destroying the railguns while they are firing. &amp;lt;br&amp;gt; Grants 5,000 points.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DOJ_ground_star.png|center]] || '''Ground star''' &amp;lt;br&amp;gt; Grants 500 points.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DDP_large_star.png|50px|center]] || '''Large ground star''' &amp;lt;br&amp;gt; Found in stage 1-2 and 2-2, grants 10,000 pts.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DDP_bee.png|50px|center]] || '''Bee''' &amp;lt;br&amp;gt; Increases in value the more they are collected, multiplied by the current HIT count.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DOJ_hyper.png|center]] || '''Hyper''' &amp;lt;br&amp;gt; Adds a hyper.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DOJ_max_power.png|center]] || '''Max Power''' &amp;lt;br&amp;gt; Grants max power, only appears after the player loses their last life.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DOJ_1UP.png|center]] || '''1UP''' &amp;lt;br&amp;gt; A hidden extend that can be obtained by destroying Dogaku`s both side shoulders before destroying it`s center (Works on Loop 1 and Loop 2).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Hitbox===&lt;br /&gt;
[[File:HitboxDOJ.png|thumb]]&lt;br /&gt;
Here are the position and size of the hitbox depending of the ship&lt;br /&gt;
&lt;br /&gt;
These are the actual hitbox dimensions in hexadecimal values (0x40 subpixels = 1 pixel), where Y+,X+ is the top-right corner and Y-,X- is the bottom left corner.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type/Game !! Y+ !! Y- !! X+ !! X- !! Pixel size (X*Y)&lt;br /&gt;
|-&lt;br /&gt;
| Type A (WL) || 0x100 || 0xC0 || 0xC0 || 0xC0 || 6x7&lt;br /&gt;
|-&lt;br /&gt;
| Type B (WL) || 0xC0 || 0x100 || 0xC0 || 0xC0 || 6x7&lt;br /&gt;
|-&lt;br /&gt;
| Type A (BL) || 0x80 || 0x100 || 0x80 || 0x80 || 4x6&lt;br /&gt;
|-&lt;br /&gt;
| Type B (BL) || 0x100 || 0x80 || 0x80 || 0x80 || 4x6&lt;br /&gt;
|-&lt;br /&gt;
| Type A (DDP3) || 0xC0 || 0x100 || 0xC0 || 0xC0 || 6x7&lt;br /&gt;
|-&lt;br /&gt;
| Type B (DDP3) || 0x140 || 0x80 || 0xC0 || 0xC0 || 6x7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When moving to the side, the hitbox is slightly thinner.&lt;br /&gt;
&lt;br /&gt;
===Stages===&lt;br /&gt;
There are 5 stages per loop. &lt;br /&gt;
&lt;br /&gt;
The second loop becomes available if the player completes the first loop and satisfies at least one of the following requirements:&lt;br /&gt;
&lt;br /&gt;
* Loses at most 2 lives&lt;br /&gt;
* Uses at most 3 bombs&lt;br /&gt;
* Collects all 10 bees in at least 3 stages. The bees in each stage must be collected without dying before the boss (basically, collect the &amp;quot;2x bee&amp;quot; in at least 3 stages).&lt;br /&gt;
&lt;br /&gt;
When entering the loop, not all resources from the first loop are carried over equally. The following table indicates how resources are carried between the first and second loop:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight:normal; text-align:left;&amp;quot; | &lt;br /&gt;
! White Label&lt;br /&gt;
! Black Label&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Life Stock&lt;br /&gt;
| Set to 0&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Carried over&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Bomb Stock&lt;br /&gt;
| Reset to default&lt;br /&gt;
| Carried over&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Bomb Capacity&lt;br /&gt;
| Reset to default&lt;br /&gt;
| Carried over&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Hyper Stock&lt;br /&gt;
| Carried over&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Carried over&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Hyper Charge&lt;br /&gt;
| Set to 0&lt;br /&gt;
| Any full charged bars are discarded, any partial charge is preserved&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; In White Label, all stocked lives are removed upon entering the loop; however, the player can earn lives back by either no-missing or no-bombing stages.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Due to a bug, Hyper stocks carried over from the first loop will not work properly in the second loop in White Label until at least one Hyper is earned in the loop.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the player then defeats the regular stage 2-5 boss, the true final boss of the game, Hibachi, appears.&lt;br /&gt;
&lt;br /&gt;
===Extends===&lt;br /&gt;
On default settings, the player starts with 2 extends. &lt;br /&gt;
There are 2 scoring based extends, one at 10 million, the other one at 30 million for the White Label version, one at 20 million, the other one at 50 million for the Black Label version.&lt;br /&gt;
There is one hidden extend in stage 4, if the player destroy both side parts of the midboss before destroying the central part (the central part must not be destroyed by a bomb), a 1-up item will appear. The player need to grab this item to get the extend. &lt;br /&gt;
It is possible to get this hidden extend in both loops.&lt;br /&gt;
The player can get more extends during the 2nd loop under some conditions : &lt;br /&gt;
* In White Label, every time the player clears a stage without bombing or without dying (or both), he will get an extend during the transition to the next stage.&lt;br /&gt;
* In Black Label, if the player starts a stage of the second loop without any extends, if he clears the stage without dying, he will be awarded an extend during the transition to the next stage. If the player picks up the hidden extend during stage 2-4, this will not work.&lt;br /&gt;
&lt;br /&gt;
===Bombs===&lt;br /&gt;
Depending on which ship the player choose and how many lives were lost, he is given a certain number of bombs. &lt;br /&gt;
At the start of the game, the player will have :&lt;br /&gt;
* 3 bombs for Shot type&lt;br /&gt;
* 2 bombs for Laser type&lt;br /&gt;
* 1 bomb for Expert type&lt;br /&gt;
Then if the player dies, he will have a full bomb stock and an additional bomb unless he died while being in hyper mode or if he already had the maximum bomb stock on his previous life. The maximum bomb stock is :&lt;br /&gt;
* 6 bombs for Shot type &lt;br /&gt;
* 4 bombs for Laser type&lt;br /&gt;
* 2 bombs for Expert type&lt;br /&gt;
&lt;br /&gt;
Whether the player is pressing the bomb button while using shot or laser, the bomb will be different.&lt;br /&gt;
If he presses the bomb button while using shot, the bomb will take the form of a big explosion that will clear all the small enemies. All the bullets are canceled and turn into star items at the moment of the explosion and bullets don’t spawn during the whole duration of the bomb.&lt;br /&gt;
If he presses the bomb button while using laser, the bomb will take the form of a big laser that will deal a lot of damage to anything in front of the player ship. The bullets are canceled (but no star items in this case) just at the moment the bomb button is pressed (but they will keep spawning during the bomb).&lt;br /&gt;
In both case, the player is invulnerable during the whole duration of the bomb.&lt;br /&gt;
&lt;br /&gt;
Bombs items are pretty rare in the game. After the player destroys the ship that carries them, they stay on the screen for a while, following a predictable rectangular movement then they disappear from the screen after a while&lt;br /&gt;
If a bomb is collected while the stock is already full, instead of seeing the number of bomb displayed, the player will see the message : “maximum”. Which means that, for every frame outside of boss fight, he will earn bonus points while this message is displayed. For each life lost and bomb used, this bonus decrease, so to maximize the score, it is best not to die and bomb at all if possible. This bonus becomes much more important in the second loop.&lt;br /&gt;
&lt;br /&gt;
===Chaining===&lt;br /&gt;
Chaining is the most important part of Daioujou scoring system. Whether the player preserves or breaks his chain is determined by the chain gauge. Every time an enemy is killed, the chain gauge will go up, else it will go down at a constant speed. If it goes all the way down, the chain breaks.&lt;br /&gt;
If an enemy is killed with shot, the  chain gauge is filled completely but if an enemy is killed with the laser, the chain gauge will only be filled up to 50%. But holding the laser on a big enemy can preserve the chain.  In this case, instead of going down, the chaining gauge will stay at 25%.&lt;br /&gt;
As in the previous DonPachi games, scoring in Daioujou is all about achieving and properly maintaining a high combo chain. As the point value of the enemies you destroy and some items you collect are multiplied by the current chain counter. &lt;br /&gt;
&lt;br /&gt;
===Bee item===&lt;br /&gt;
Bees play an important role in DaiOuJou, and are worth 1,000 points multiplied by the number of hits in the current combo chain. Uncovering a bee item with the Laser will add a HIT to the current chain counter, and  it will refill the chain gauge by 50%. If a player can collect all ten bee items in a stage without dying, the last item will have an additional x2 multiplier. Collecting all the bee items in a stage will also increase their default value by 1,000 for every subsequent stage. Collecting every bee item in both loops without dying outside of boss fights will cause the bee items to be worth 10,000 points each in the final stage! &lt;br /&gt;
The player can fill the Hyper Gauge by collecting a bee item while having at least a 20-HIT chain. &lt;br /&gt;
&lt;br /&gt;
In Black Label, collecting a bee item with a 20 to 39 hit chain will fill 3% of the Hyper Gauge, having a 40 to 59 HIT chain will give 6%, and so on until the player has a 200+ HIT chain, which fills 30% of the Hyper Gauge. &lt;br /&gt;
&lt;br /&gt;
However, collecting a bee item while in Hyper Mode won’t give any hyper gauge. That’s why, at many points in the game, it is better to collect the bees before activating the hyper mode, or just after the hyper ends.&lt;br /&gt;
&lt;br /&gt;
===Hyper item===&lt;br /&gt;
This is an addition to the series. A hyper meter is incorporated into the upper-left status display and is filled by chaining, collecting bees, and dying, amongst other things. When the meter is filled, a hyper item falls from the top of the screen, unless the player is currently in a boss battle. A player can hold up to 5 hyper items at any one time.&lt;br /&gt;
&lt;br /&gt;
When a hyper is activated, all hyper items are used at once with an effect proportional to the amount of hypers consumed. A hyper causes the player's fighter to be invincible for a short while (80 frames of invulnerability during stages, 120 frames during bosses), and amplifies the powers of both normal fire and the laser. Once the timer runs out the player's ship returns to normal. As a side effect, all enemy bullets move faster when the hyper is activated, increasing the &amp;quot;RANK&amp;quot; difficulty level of the game, until a bomb is used during hyper mode or when the player's ship is destroyed. This effect does not disappear when the hyper wears off. Using a bomb during a hyper will end it immediately; dying causes the player to lose all in-stock hyper items. Using a hyper while there is an uncollected hyper item will transform it into a large star (which gives 10.000 points).&lt;br /&gt;
&lt;br /&gt;
''How to get hypers :''&lt;br /&gt;
In order to get an hyper, the player need to fill the hyper gauge. When the hyper gauge is full, an hyper medal  should drop from the top of the screen but there are some exceptions :&lt;br /&gt;
* If the hyper gauge is filled when the hyper mode is still active, the hyper medal won’t drop. Instead, the player will get an hyper cancel.&lt;br /&gt;
* During a boss fight if there is at least one bomb in stock. To make an hyper drop during a boss fight, the player can fill an hyper gauge without any bomb in stock, use all the remaining bombs or die during hyper mode without any bomb in stock if he has at least 1 full hyper gauge.&lt;br /&gt;
&lt;br /&gt;
When the player fills an hyper gauge but is in one of the two situations mentioned before, instead of making an hyper drop, he will get an hyper cancel. All the bullets on the screen disappear at the very moment the hyper gauge is filled. This can be especially useful on some stage sections and boss fight.&lt;br /&gt;
&lt;br /&gt;
''Hyper item properties :'' &lt;br /&gt;
Once they appear from the top of the screen, if the player does not pick them up, they will slowly go down until they hit the bottom of the screen and then they will go up until they exit the screen by the top. &lt;br /&gt;
If the player activates an hyper while there is an hyper item on the screen, the hyper item will turn into a 10 000 points star and this hyper item is “wasted”.&lt;br /&gt;
&lt;br /&gt;
''How to fill the hyper gauge :''&lt;br /&gt;
The hyper gauge can be filled by killing enemies. Killing small enemies with the shot gives more hyper than killing them with the laser. This means it is possible to regulate the speed at which the hyper gauge is filled by deliberately choosing to kill the popcorn enemies with shot or laser.&lt;br /&gt;
It is also possible to gain hyper by using the laser on big enemies and bosses, it gives even more hyper by pointblanking them because the aura is also touching them (note : pointblanking can also give more hits). This means it is also possible to regulate the speed at which the hyper gauge is filled during boss fights by dealing damage with the shot instead of the laser for example.&lt;br /&gt;
Losing a life fills 25% of a full Hyper Gauge (to be verified for White Label)&lt;br /&gt;
The final way to fill the Hyper Gauge is to collect a bee with at least a 20-HIT chain (see the “Bees” paragraph)&lt;br /&gt;
&lt;br /&gt;
Important note : &lt;br /&gt;
When the hyper gauge is filled by collecting a bee or dying, there is no leftover. &lt;br /&gt;
For example, in Black Label if the hyper gauge is filled at 80% and the players grabs a bee with a 700-HIT combo chain, he should get 30% of hyper gauge, but in this case, he will fill the hyper gauge, make an hyper item drop and start the new gauge at 0%. Which means he only gained 20% of hyper gauge.&lt;br /&gt;
&lt;br /&gt;
===Rank===&lt;br /&gt;
DoDonPachi DaiOuJou has a hidden ranking system, one that makes the game harder as the rank increases. Rank is increased by using Hypers, and the amount it increases is proportional to the level of the hyper used. Rank can only be decreased by bombing during hyper mode or losing a life.&lt;br /&gt;
&lt;br /&gt;
===Star and Medal items===&lt;br /&gt;
The star and medal items are pretty much worthless in comparison to the other aspects of the scoring system.&lt;br /&gt;
&lt;br /&gt;
Picked up during stage gameplay&lt;br /&gt;
small star = 500 pts&lt;br /&gt;
small medal = 500 pts&lt;br /&gt;
Big star = 10 000 pts&lt;br /&gt;
Big medal = 10 000 pts&lt;br /&gt;
&lt;br /&gt;
Stars attracted during hyper cancels are worth 500pts/star. &lt;br /&gt;
&lt;br /&gt;
===End-stage Bonus===&lt;br /&gt;
If no-miss : take into account all the stars and medals collected only during this stage, If one or more deaths (during the stage or boss) : take into account the stars and medals collected since the last death.&lt;br /&gt;
&lt;br /&gt;
Nb of stars  X 1000 pts&lt;br /&gt;
&lt;br /&gt;
Nb of medals X 2000 pts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOSS HIT BONUS&lt;br /&gt;
&lt;br /&gt;
Stage 1 : 300 000 + 1500 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 2 : 400 000 + 2000 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 3 : 500 000 + 2500 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 4 : 600 000 + 3000 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 5 : 700 000 + 3500 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Always true, no matter how many deaths during stage section or boss fight.&lt;br /&gt;
Stage 1-1 and 2-1 BOSS HITS BONUS is counted the same way, same for 1-2 and 2-2, 1-3 and 2-3, ...&lt;br /&gt;
&lt;br /&gt;
''Funny detail :''&lt;br /&gt;
The scrolling of the BOSS HIT BONUS is not synchronized with the reverse scrolling of the HITS.&lt;br /&gt;
&lt;br /&gt;
=== Bugs ===&lt;br /&gt;
[[File:DOJ score display glitch.jpg|thumb|200px|right|The 7th score digit is displayed as a semicolon&amp;lt;ref&amp;gt;Occured during fufufu's demonstration at Stunfest 2018: [https://www.youtube.com/watch?v=mUF3299XqLc&amp;amp;t=2910s YouTube]&amp;lt;/ref&amp;gt;]]&lt;br /&gt;
==== White Label ====&lt;br /&gt;
&lt;br /&gt;
* If the player carries a hyper over from 1-5 into 2-1, it does not properly activate in 2-1. This glitch is reset after picking up another hyper item in 2-1.&lt;br /&gt;
&lt;br /&gt;
==== White Label'' &amp;amp; ''Black Label ====&lt;br /&gt;
* If a hyper item appears on screen the same frame a midsize enemy is destroyed with the laser, the chain gauge does not refill from the destruction of the enemy and the chain breaks immediately.&lt;br /&gt;
* Bee Medal Overflow Bug: Due to a BCD problem, the score gained from picking up a bee medal is sometimes calculated incorrectly depending on the hit count of the active chain. The user [[User:Trap15|Trap15]] has posted a simulator on his Twitter.&amp;lt;ref&amp;gt;[https://twitter.com/trap0xf/status/1589280723999264768 Trap15's Twitter] (November 6, 2022)&amp;lt;/ref&amp;gt; This bug has then been analyzed from a scoring perspective by Rokukichi.&amp;lt;ref&amp;gt;[https://rokulpg.blogspot.com/2022/11/blog-post.html Rokukichi's Blog] (November 8, 2022)&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Resulting from the Bee Medal Overflow Bug: If the number created is not a valid BCD number, a visual glitch occurs with the 7th score digit causing it to be displayed as a symbol instead of a number, such as '&amp;gt;', '=' or ';'. Interestingly, if you game over with the glitch active, the glitched score number will show as a regular digit, but it will be a different color from the rest of the score. This glitch does not have any adverse effect on gameplay other than an odd display.&lt;br /&gt;
* Invulnerability frames after hyper activation during bosses on 2p side is 80 and not the usual 120 as it is the case for 1p side. During stages, there is no difference between 1p and 2p side (both 80 frames).&amp;lt;ref&amp;gt;[https://shmups.system11.org/viewtopic.php?t=64256 Shmups Forum: Differences between 1P and 2P player sides (various games)]; Additionally confirmed by [[User:Trap15|Trap15]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* If the player hits Stage 2 Boss only after its HP bar fully fills, the player will do a large amount of damage on the first hit. If the boss has been hit, this extra damage does not apply. The normal damage of A-S's laser is 158 (0x9E), and the bugged initial damage is 12287 (0x2FFF). Despite bosses seemingly normally taking damage even while the bar fills, this bug damage only applies on the Stage 2 boss if it hasn't been hit until after it finishes filling. Stage 4 boss and Hibachi are the only other bosses that may be hit before the HP bar fully fills, and the extra damage is not exhibited there, so it is certainly a bug.&amp;lt;ref&amp;gt;[https://discord.com/channels/632397247866339347/632398439556317194/1134401307420131379 Original research by trap15]&amp;lt;/ref&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Plot==&lt;br /&gt;
===Synopsis===&lt;br /&gt;
Centuries have passed since the [[DoDonPachi | catastrophic war]] that almost cost the human race its complete annihilation at the hands of the deranged Colonel Schwarlitz Longhener, leader of the DonPachi Corps: a military squad of starfighter pilots known for their combat prowess and emotional detachment (as a result of the inhuman training they are subjected to - the [[DonPachi | first game]] being a prime example of it, with the trainee actually slaughtering comrades posing as the enemy); whatever remained of his genocidal army was gathered, transported to the Moon and sealed within a network of caves, left to rot away as the nightmares faded into legend.&lt;br /&gt;
&lt;br /&gt;
The human race flourished again, to the point of colonizing the Moon itself, the megacity of Lunapolis being the hub of human activity on lunar soil. However, as time passed, the dormant machines reawakened, rebuilt, evolved: the caverns of the planet swarmed with all sorts of advanced war machines, and automated production facilities, at their core a heavily guarded platform where the ultimate fighting machine of the past, the mechanical bee Hibachi (this time named 緋蜂, lit. &amp;quot;Scarlet Bee&amp;quot;), was slowly being rebuilt. Still following their original programming, the machines broke the seal, invading the surface and quickly seizing control of the almost defenseless Lunapolis, its streets and facilities now completely overtaken and littered with heavy artillery emplacements.&lt;br /&gt;
&lt;br /&gt;
With little time to spare, the DonPachi Corps are reactivated, with enough time to build only two fighters; nevertheless, to each was bestowed the assistance of an Element Doll, highly evolved sentient droids (apparently widespread in human society by then, and treated as little more than slaves) capable of providing tactical data and enhancing the craft's own capabilities. Knowing that the mission is plausibly suicidal, the two attack ships are deployed on the Moon surface, just outside Lunapolis, alone against a ruthless army of machines with a single objective; killing. &lt;br /&gt;
&lt;br /&gt;
===Ending===&lt;br /&gt;
&lt;br /&gt;
The game's ending reveals, in a chilling twist, that the Element Dolls are, in truth, cybernetic beings built by forcefully turning human beings into servants, laborers and soldiers, their minds and wills rewritten and bent to the whim of Earth's upper class. Then, a Doll-specific coda is shown:&lt;br /&gt;
&lt;br /&gt;
* '''Shotia:''' Interfacing with the enemy's computer network and forcibly shutting it down, Shotia is finally pulled out of the fighter jet by her pilot, who has come to grow feelings for the biomechanical soldier. As he holds her however, her mind is overcome by a virus hidden in Hibachi's mainframe and slowly deteriorates, each memory being deleted until, at last, tears accompany the Doll's final ones, those of her in her human days, before being abducted and converted. With a smile, Shotia dies.&lt;br /&gt;
* '''Leinyan:''' Having finally destroyed the devilish war machine and ensuing the collapse of the enemy's computer network, the fighter plane returns to base, the pilot's mission completed. However, Leinyan rebels against her masters, having fallen in love with her pilot, who is forced to watch helplessly as she is dragged away, deactivated and her body dissected for research. In an atypical subversion of the series' dark endings, the Doll's consciousness takes control of the laboratory's systems, escaping into cyberspace and, finally, reuniting with her lover.&lt;br /&gt;
* '''EXY:''' In a desperate attempt to shut down the enemy's computer network, EXY interfaces with it and delves within the massive data stream with her own consciousness. The attempt is successful, however the information flow drives her mad (it is implied that she discovered Colonel Schwarlitz Longhener's involvement and betrayal), who ultimately breaks free from the fighter's armor and, in a fit of blind rage, chokes the pilot and slaughters the accompanying infantry escort. This, along with the deranged realization that mankind is the one true enemy to defeat, ultimately leads to the events depicted in [[DoDonPachi DaiFukkatsu | Dai-Fukkatsu]].&lt;br /&gt;
&lt;br /&gt;
==Version Differences==&lt;br /&gt;
===DoDonPachi III===&lt;br /&gt;
An export/international version named DoDonPachi III, a precursor to Black Label&amp;lt;ref&amp;gt;[https://www.gamengai.com/#/cmnt-info?id=1966 IKD in Black Label Interview]&amp;lt;/ref&amp;gt;, was released. In 2016, this version was dumped and made widely available. In terms of gameplay, this version is a mix of White Label and Black Label.&lt;br /&gt;
&lt;br /&gt;
Differences include the following:&lt;br /&gt;
&lt;br /&gt;
*English language for menu's and endings.&lt;br /&gt;
*A maximum of three extra lives can be carried over into the 2nd loop. You gain one life for each loop condition fulfilled, which are:&lt;br /&gt;
**Loses at most 2 lives.&lt;br /&gt;
**Uses at most 3 bombs.&lt;br /&gt;
**Collects all 10 bees in at least 3 stages without dying.&lt;br /&gt;
*Conditions for gaining extra lives in the 2nd loop are changed to no-miss AND no-bomb per stage.&lt;br /&gt;
*Rank carries over to the 2nd loop (this can be bypassed by beating the 1-5 boss while a hyper is active).&lt;br /&gt;
*Kouryuu's 2nd phase (Jetbachi) has their health increased from 143360 to 172032 (this is different from the BL value of 179200).&lt;br /&gt;
*Hyper rank has a higher upper limit (goes past the maximum rank of 15 in WL).&lt;br /&gt;
*Movement speed for Shotia's laser has been increased (same as in BL).&lt;br /&gt;
*Continues can be used in the 2nd loop.&lt;br /&gt;
*Score gain from the Maximum bonus lies between WL and BL.&lt;br /&gt;
&lt;br /&gt;
Bugfixes: &lt;br /&gt;
*You don't lose hyper i-frames if you hyper right after bombing (same fix as in BL).&lt;br /&gt;
*Your bomb slot increases even if you die while in hyper (same fix as in BL).&lt;br /&gt;
*The bug where your bomb button stops working if you die immediately after bombing and activating a hyper (same fix as in BL).&lt;br /&gt;
&lt;br /&gt;
===DoDonPachi Daioujou Black Label===&lt;br /&gt;
This variant was a limited edition release. The arcade board includes the original and Black Label versions, which can be selected during boot time. The Black Label game can be identified by the black title screen.&lt;br /&gt;
&lt;br /&gt;
Differences include the following:&lt;br /&gt;
&lt;br /&gt;
* The player can select 1 Loop Mode or 2 Loop Mode at the beginning of the game, after selecting a battle fighter and Element Doll. In 2 Loop Mode, after completing stage 1–5, the player now has the option to play the second loop as before, but in 1 Loop Mode, the player immediately fights Hibachi after defeating the normal final stage boss.&lt;br /&gt;
* The player is no longer reduced to only one life when entering the 2nd loop.&lt;br /&gt;
* The player can continue should they lose all their lives in the 2nd loop by inserting more coins and pressing START (and a second player can join in), up until they reach the true final stage.&lt;br /&gt;
* The game is easier in general. The enemy bullets are fewer and move slower, but the changes are subtle.&lt;br /&gt;
* The Hyper Meter fills faster than in the original.&lt;br /&gt;
* Some bug fixes. The chain meter now has 5 digits, so it no longer rolls over if it reaches 9,999 hits. (In the original version, the chain meter counts internally correct, but displays only lower 4 digits.)&lt;br /&gt;
* Both weapons are lowered by only one level upon respawning for all types when in the 2nd loop.&lt;br /&gt;
* Hitboxes are greatly reduced.&lt;br /&gt;
&lt;br /&gt;
===DoDonPachi Daioujou Tamashii===&lt;br /&gt;
&lt;br /&gt;
In 2016, a slightly altered version of the original game (White Label) was ported to PGM2 hardware for distribution on the Chinese market.&lt;br /&gt;
&lt;br /&gt;
Differences include the following:&lt;br /&gt;
&lt;br /&gt;
*Chinese language endings.&lt;br /&gt;
*The &amp;quot;WARNING&amp;quot; animation is shortened.&lt;br /&gt;
*Before the ship select, players can choose to play original mode or an easy mode. Both modes have separate highscore tables in the attract cycle.&lt;br /&gt;
*The chain meter depletes entirely while using laser on the first midboss of stage 5.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
File:Ddpiiititle.png|DoDonPachi III&amp;lt;br&amp;gt;title screen&lt;br /&gt;
File:Dojbltitle.png|DDP DOJ Black Label&amp;lt;br&amp;gt;title screen&lt;br /&gt;
File:Dojtamashiititle.png|DDP DOJ Tamashii&amp;lt;br&amp;gt;title screen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Re:Incarnation / Rinne Tensei Arrange modes==&lt;br /&gt;
&lt;br /&gt;
2023's M2 ShotTriggers release (DoDonPachi Dai-Ou-Jo Re:Incarnation/Rinne Tensei) adds three new Arrange Modes all of which have one loop only. This port does not include the Xbox 360's port X-mode (and Piper doll).&lt;br /&gt;
&lt;br /&gt;
The arrange modes in the M2STG version ([https://discord.com/channels/632397247866339347/632398439556317194/1184980557776560128 thanks to Jaimers]):&lt;br /&gt;
&lt;br /&gt;
===Arrange S===&lt;br /&gt;
&lt;br /&gt;
* Based on Super Easy mode patterns.&lt;br /&gt;
* You're always in Hyper.&lt;br /&gt;
* Laser and bombs are disabled.&lt;br /&gt;
* Shot is very strong but very narrow.&lt;br /&gt;
* Patterns get faster the more lives you have in stock (rank maxes out in stage 2 if you no-miss).&lt;br /&gt;
* You get lives from beating midbosses and bosses (19 lives max).&lt;br /&gt;
* Concentrating fire on certain medium and big enemies raises the Rinne gauge (not doing that lowers it).&lt;br /&gt;
* Destroying these specific enemies while the Rinne gauge is full makes them drop score items and increases the overall bee multiplier (also resets the gauge).&lt;br /&gt;
* No chaining.&lt;br /&gt;
* No powerup items and you're always at full power.&lt;br /&gt;
* Bullet cancels actually kinda matter a little bit in this mode.&lt;br /&gt;
&lt;br /&gt;
===Arrange L===&lt;br /&gt;
&lt;br /&gt;
* Based on arcade loop 1 patterns and chaining system.&lt;br /&gt;
* Lasering medium and big enemies increases the Tensei gauge (not doing that lowers it).&lt;br /&gt;
* Destroy these enemies while the Tensei gauge is full to cancel all bullets on screen (also resets the gauge).&lt;br /&gt;
* The number of cancelled bullets from Tensei gets added to your current chain.&lt;br /&gt;
* Hypers are extremely short, they only last like 6~7 seconds (1/3rd of arcade).&lt;br /&gt;
* No powerup items and you're always at full power.&lt;br /&gt;
* Hyper gauge increases 3x times faster than arcade, same with bees (a single bee is like a full hyper).&lt;br /&gt;
* Auto-bomb and auto-hyper (auto-hyper only lasts like 3~4 seconds, auto-bomb is weaker).&lt;br /&gt;
* You get lives from beating bosses (9 lives max).&lt;br /&gt;
* You fight loop 2 Kouryuu and Hibachi at the end.&lt;br /&gt;
* The amount of Hits you get is highly dependent on rank (max rank giving way more).&lt;br /&gt;
* Auto-Hyper and auto-bomb severely decrease rank.&lt;br /&gt;
* After a hyper ends you get 2 seconds of i-frames.&lt;br /&gt;
* Getting hit during a hyper with no bombs in stock cancels the hyper and gives you 2 seconds of i-frames (also lowers rank).&lt;br /&gt;
&lt;br /&gt;
===Arrange EX===&lt;br /&gt;
Everything in Arrange L also applies to Arrange EX except for:&lt;br /&gt;
&lt;br /&gt;
* Based on arcade loop 2 patterns and chaining system (bullets are slower than arcade though).&lt;br /&gt;
* Hypers get collected automatically.&lt;br /&gt;
* You get lives from beating midbosses and bosses.&lt;br /&gt;
* You don't lose hyper i-frames if you hyper right after bombing (same fix as in BL).&lt;br /&gt;
* Arrange EX does not have the free hit during hyper without bombs like Arrange L does.&lt;br /&gt;
* No i-frames after a hyper ends either.&lt;br /&gt;
* Duo to maybe an oversight, the loop 2 lives system is still in place. Meaning that if you no-miss or no-bomb a stage, you gain an additional life. &lt;br /&gt;
* It's possible to get 24 lives total in this mode, but it's worth noting that you can only hold 20 lives at a time.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Most sound effects in this game are re-used from DoDonPachi and EspRaDe.&lt;br /&gt;
*The DON-8D Type-A ship appears as a playable cameo ship in DaiFukkatsu Arrange A Mode.&lt;br /&gt;
*When emulating the game on GOTVG, there is an issue that causes the BGM to play too quickly, and some sound effects loop incorrectly.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:Hyper system mechanic]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Juju Kenobi</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Progear_no_Arashi/Video_Index&amp;diff=15643</id>
		<title>Progear no Arashi/Video Index</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Progear_no_Arashi/Video_Index&amp;diff=15643"/>
		<updated>2022-04-01T09:20:53Z</updated>

		<summary type="html">&lt;p&gt;Juju Kenobi: /* Ring/Chain */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Progear thm.jpg|thumb]]&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Arcade ==&lt;br /&gt;
&lt;br /&gt;
=== Ring/Chain ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Clover-TAC&lt;br /&gt;
| 197,256,860&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/sVq_ka5av3I Youtube] &lt;br /&gt;
| Superplay VHS&lt;br /&gt;
|-&lt;br /&gt;
| mld&lt;br /&gt;
| 89,399,850&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=CTP6Fd7KJms Youtube1] [https://www.youtube.com/watch?v=b7L4fmVHuYM 2]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| CavePCB&lt;br /&gt;
| 11,442,560&lt;br /&gt;
| Arcade&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/u_CmThymF6I Youtube]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ring/Nail ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| R.&lt;br /&gt;
| 321,895,180&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/J4uk5vnWQSk Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| R.&lt;br /&gt;
| 317,095,840&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/M4V98qp9ZK4 Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| R.&lt;br /&gt;
| 301,759,560&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/FNDZIho1SP8 Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Futobishi&lt;br /&gt;
| 270,478,530&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/gdbeKku06fw Youtube]&lt;br /&gt;
| Doujin Superplay DVD&lt;br /&gt;
|-&lt;br /&gt;
| GunnerSTG&lt;br /&gt;
| 183,099,600&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/I-mNzLcM8Hc Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GunnerSTG&lt;br /&gt;
| 165,397,600&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/fA2Cx4fNPRc Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GunnerSTG&lt;br /&gt;
| 149,060,870&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-5&lt;br /&gt;
| [https://youtu.be/-oVP2_XEg2E Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GunnerSTG&lt;br /&gt;
| 114,064,430&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/0VfKHRWSY7U Youtube]&lt;br /&gt;
| LIVE! 1cc Marathon 2017&lt;br /&gt;
|-&lt;br /&gt;
| GunnerSTG&lt;br /&gt;
| 96,770,540&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/3mOx8XEk29g Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Peyosan&lt;br /&gt;
| 75,456,070&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-4&lt;br /&gt;
| [https://youtu.be/GKbXsBgjdX4 Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Juju Kenobi&lt;br /&gt;
| 67,655,490&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/L7iew_rUhxo Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| RedSevenNine&lt;br /&gt;
| 1,002,279&lt;br /&gt;
| Arcade&lt;br /&gt;
| 1-5&lt;br /&gt;
| [https://youtu.be/FmmIBffX5Nw Youtube]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ring/Rivet ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| AAB&lt;br /&gt;
| 191,844,490&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/1pgcl8CkjuA Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| BUS&lt;br /&gt;
| 10,689,530&lt;br /&gt;
| Arcade&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/z4XwooSgBOM Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Paul Eales&lt;br /&gt;
| 9,840,150&lt;br /&gt;
| Arcade&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/xt2R6icwJDo Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| TheUrien84&lt;br /&gt;
| 9,103,440&lt;br /&gt;
| Arcade&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/iTA3bTbSkv4 Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| しにかけ触手大元帥&lt;br /&gt;
| 14,012,700&lt;br /&gt;
| Arcade&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/D_1QFXAsmNs?t=1m24s Youtube]&lt;br /&gt;
| Starts at 1:24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bolt/Chain ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| R.&lt;br /&gt;
| 279,769,320&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/GExUQ72fhmY Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| R.&lt;br /&gt;
| 250,219,710&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/g8l6cjcQSPE Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| R.&lt;br /&gt;
| 122,677,460&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/IuFtsPAY6Co Youtube]&lt;br /&gt;
| Live demo during Shmupmania II&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bolt/Nail ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| ミルみで&lt;br /&gt;
| 294,470,740&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/duC-C0i_glM Youtube]&lt;br /&gt;
| No miss&lt;br /&gt;
|-&lt;br /&gt;
| R.&lt;br /&gt;
| 274,752,230&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/WHgnHqyfaKI Youtube 1] [https://youtu.be/hBkBZWMjAlg 2] [https://youtu.be/ihr8Y94vhKk 3] [https://youtu.be/XA2pEi1lW5w 4] [https://youtu.be/QS3ecjAQK9Q 5]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GunnerSTG&lt;br /&gt;
| 87,861,980&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-5&lt;br /&gt;
| [https://www.twitch.tv/videos/340592243 Twitch]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fukuchan&lt;br /&gt;
| 85,008,160&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/PCRtbfXJBWk Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 忠太郎&lt;br /&gt;
| 52,655,130&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/pF93hF1N2RU Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| CloudyMusic&lt;br /&gt;
| 19,211,310&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.twitch.tv/videos/122639967 Twitch]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Chantake&lt;br /&gt;
| 16,166,070&lt;br /&gt;
| Arcade&lt;br /&gt;
| 1-5&lt;br /&gt;
| [https://youtu.be/D_1QFXAsmNs?t=26m15s Youtube]&lt;br /&gt;
| Run starts at 26:15&lt;br /&gt;
|-&lt;br /&gt;
| CloudyMusic&lt;br /&gt;
| 15,080,660&lt;br /&gt;
| Arcade&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/mrsq8BYMm3Q Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Shepardus&lt;br /&gt;
| 15,052,840&lt;br /&gt;
| Arcade&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/6AIG63KuXVo Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Buffi&lt;br /&gt;
| 13,752,980&lt;br /&gt;
| Arcade&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/UycYv6U4MKc Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| SirIlpalazzo&lt;br /&gt;
| 12,989,720&lt;br /&gt;
| Arcade&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/UJwhFE0d5Dc Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Masked Ninja&lt;br /&gt;
| 10,834,140&lt;br /&gt;
| Arcade&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/6da3OdwvK5o Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Jam&lt;br /&gt;
| 9,563,850&lt;br /&gt;
| Arcade&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/BV--18yT0aw Youtube]&lt;br /&gt;
| Survival clear with commentary in captions&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bolt/Rivet ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| CavePCB&lt;br /&gt;
| 11,863,480&lt;br /&gt;
| Arcade&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/b9fznMGynWs Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Yordis Wan&lt;br /&gt;
| 10,097,010&lt;br /&gt;
| Arcade&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/9bW1vVnj8OM Youtube]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 2-Player ==&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Ships&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| まほちゃん &amp;amp; 忠太郎&lt;br /&gt;
| 6,647,770&lt;br /&gt;
| Arcade&lt;br /&gt;
| Bolt/Rivet &amp;amp; Ring/Nail&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/RMfLjgqocPs Youtube]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Guides &amp;amp; Commentaries ==&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Ship&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Arcade&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [https://youtu.be/U7O985mSi80 Youtube 1] [https://youtu.be/ZjIRwC2yKiE 2]&lt;br /&gt;
| Scoring guide by mldxp (in French)&lt;br /&gt;
|-&lt;br /&gt;
| GunnerSTG&lt;br /&gt;
| 94,259,440&lt;br /&gt;
| Arcade&lt;br /&gt;
| Ring/Nail&lt;br /&gt;
| 2-4&lt;br /&gt;
| [https://youtu.be/v1gvCJXDC44 Youtube]&lt;br /&gt;
| STG Weekly #6&lt;br /&gt;
|-&lt;br /&gt;
| BareKnuckleRoo&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| [https://youtu.be/_vHl0XRY0WQ Youtube]&lt;br /&gt;
| Tutorial/Beginner's guide to gem cancelling and more&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Index|Progear no Arashi]]&lt;/div&gt;</summary>
		<author><name>Juju Kenobi</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Progear_no_Arashi/Video_Index&amp;diff=15642</id>
		<title>Progear no Arashi/Video Index</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Progear_no_Arashi/Video_Index&amp;diff=15642"/>
		<updated>2022-04-01T09:20:24Z</updated>

		<summary type="html">&lt;p&gt;Juju Kenobi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Progear thm.jpg|thumb]]&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Arcade ==&lt;br /&gt;
&lt;br /&gt;
=== Ring/Chain ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Clover-TAC&lt;br /&gt;
| 197,256,860&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/sVq_ka5av3I Youtube] &lt;br /&gt;
| Superplay VHS&lt;br /&gt;
|-&lt;br /&gt;
| mld&lt;br /&gt;
| 89,399,850&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=CTP6Fd7KJms Youtube1] [https://www.youtube.com/watch?v=b7L4fmVHuYM Youtube2]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| CavePCB&lt;br /&gt;
| 11,442,560&lt;br /&gt;
| Arcade&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/u_CmThymF6I Youtube]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ring/Nail ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| R.&lt;br /&gt;
| 321,895,180&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/J4uk5vnWQSk Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| R.&lt;br /&gt;
| 317,095,840&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/M4V98qp9ZK4 Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| R.&lt;br /&gt;
| 301,759,560&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/FNDZIho1SP8 Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Futobishi&lt;br /&gt;
| 270,478,530&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/gdbeKku06fw Youtube]&lt;br /&gt;
| Doujin Superplay DVD&lt;br /&gt;
|-&lt;br /&gt;
| GunnerSTG&lt;br /&gt;
| 183,099,600&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/I-mNzLcM8Hc Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GunnerSTG&lt;br /&gt;
| 165,397,600&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/fA2Cx4fNPRc Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GunnerSTG&lt;br /&gt;
| 149,060,870&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-5&lt;br /&gt;
| [https://youtu.be/-oVP2_XEg2E Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GunnerSTG&lt;br /&gt;
| 114,064,430&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/0VfKHRWSY7U Youtube]&lt;br /&gt;
| LIVE! 1cc Marathon 2017&lt;br /&gt;
|-&lt;br /&gt;
| GunnerSTG&lt;br /&gt;
| 96,770,540&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/3mOx8XEk29g Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Peyosan&lt;br /&gt;
| 75,456,070&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-4&lt;br /&gt;
| [https://youtu.be/GKbXsBgjdX4 Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Juju Kenobi&lt;br /&gt;
| 67,655,490&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/L7iew_rUhxo Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| RedSevenNine&lt;br /&gt;
| 1,002,279&lt;br /&gt;
| Arcade&lt;br /&gt;
| 1-5&lt;br /&gt;
| [https://youtu.be/FmmIBffX5Nw Youtube]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ring/Rivet ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| AAB&lt;br /&gt;
| 191,844,490&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/1pgcl8CkjuA Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| BUS&lt;br /&gt;
| 10,689,530&lt;br /&gt;
| Arcade&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/z4XwooSgBOM Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Paul Eales&lt;br /&gt;
| 9,840,150&lt;br /&gt;
| Arcade&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/xt2R6icwJDo Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| TheUrien84&lt;br /&gt;
| 9,103,440&lt;br /&gt;
| Arcade&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/iTA3bTbSkv4 Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| しにかけ触手大元帥&lt;br /&gt;
| 14,012,700&lt;br /&gt;
| Arcade&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/D_1QFXAsmNs?t=1m24s Youtube]&lt;br /&gt;
| Starts at 1:24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bolt/Chain ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| R.&lt;br /&gt;
| 279,769,320&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/GExUQ72fhmY Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| R.&lt;br /&gt;
| 250,219,710&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/g8l6cjcQSPE Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| R.&lt;br /&gt;
| 122,677,460&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/IuFtsPAY6Co Youtube]&lt;br /&gt;
| Live demo during Shmupmania II&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bolt/Nail ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| ミルみで&lt;br /&gt;
| 294,470,740&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/duC-C0i_glM Youtube]&lt;br /&gt;
| No miss&lt;br /&gt;
|-&lt;br /&gt;
| R.&lt;br /&gt;
| 274,752,230&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/WHgnHqyfaKI Youtube 1] [https://youtu.be/hBkBZWMjAlg 2] [https://youtu.be/ihr8Y94vhKk 3] [https://youtu.be/XA2pEi1lW5w 4] [https://youtu.be/QS3ecjAQK9Q 5]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GunnerSTG&lt;br /&gt;
| 87,861,980&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-5&lt;br /&gt;
| [https://www.twitch.tv/videos/340592243 Twitch]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fukuchan&lt;br /&gt;
| 85,008,160&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/PCRtbfXJBWk Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 忠太郎&lt;br /&gt;
| 52,655,130&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/pF93hF1N2RU Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| CloudyMusic&lt;br /&gt;
| 19,211,310&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.twitch.tv/videos/122639967 Twitch]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Chantake&lt;br /&gt;
| 16,166,070&lt;br /&gt;
| Arcade&lt;br /&gt;
| 1-5&lt;br /&gt;
| [https://youtu.be/D_1QFXAsmNs?t=26m15s Youtube]&lt;br /&gt;
| Run starts at 26:15&lt;br /&gt;
|-&lt;br /&gt;
| CloudyMusic&lt;br /&gt;
| 15,080,660&lt;br /&gt;
| Arcade&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/mrsq8BYMm3Q Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Shepardus&lt;br /&gt;
| 15,052,840&lt;br /&gt;
| Arcade&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/6AIG63KuXVo Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Buffi&lt;br /&gt;
| 13,752,980&lt;br /&gt;
| Arcade&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/UycYv6U4MKc Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| SirIlpalazzo&lt;br /&gt;
| 12,989,720&lt;br /&gt;
| Arcade&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/UJwhFE0d5Dc Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Masked Ninja&lt;br /&gt;
| 10,834,140&lt;br /&gt;
| Arcade&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/6da3OdwvK5o Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Jam&lt;br /&gt;
| 9,563,850&lt;br /&gt;
| Arcade&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/BV--18yT0aw Youtube]&lt;br /&gt;
| Survival clear with commentary in captions&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bolt/Rivet ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| CavePCB&lt;br /&gt;
| 11,863,480&lt;br /&gt;
| Arcade&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/b9fznMGynWs Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Yordis Wan&lt;br /&gt;
| 10,097,010&lt;br /&gt;
| Arcade&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/9bW1vVnj8OM Youtube]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 2-Player ==&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Ships&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| まほちゃん &amp;amp; 忠太郎&lt;br /&gt;
| 6,647,770&lt;br /&gt;
| Arcade&lt;br /&gt;
| Bolt/Rivet &amp;amp; Ring/Nail&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/RMfLjgqocPs Youtube]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Guides &amp;amp; Commentaries ==&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Ship&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Arcade&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [https://youtu.be/U7O985mSi80 Youtube 1] [https://youtu.be/ZjIRwC2yKiE 2]&lt;br /&gt;
| Scoring guide by mldxp (in French)&lt;br /&gt;
|-&lt;br /&gt;
| GunnerSTG&lt;br /&gt;
| 94,259,440&lt;br /&gt;
| Arcade&lt;br /&gt;
| Ring/Nail&lt;br /&gt;
| 2-4&lt;br /&gt;
| [https://youtu.be/v1gvCJXDC44 Youtube]&lt;br /&gt;
| STG Weekly #6&lt;br /&gt;
|-&lt;br /&gt;
| BareKnuckleRoo&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| [https://youtu.be/_vHl0XRY0WQ Youtube]&lt;br /&gt;
| Tutorial/Beginner's guide to gem cancelling and more&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Index|Progear no Arashi]]&lt;/div&gt;</summary>
		<author><name>Juju Kenobi</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiOuJou&amp;diff=13844</id>
		<title>DoDonPachi DaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiOuJou&amp;diff=13844"/>
		<updated>2021-12-28T13:32:05Z</updated>

		<summary type="html">&lt;p&gt;Juju Kenobi: /* Fighters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== DoDonPachi DaiOuJou (&amp;quot;Blissful Death&amp;quot;) ==&lt;br /&gt;
&lt;br /&gt;
'''''DoDonPachi DaiOuJou''''' (JP: 怒首領蜂 大往生, abbreviated: '''DOJ''', iOS/Android: '''''DoDonPachi Blissful Death''''') is the fourth entry in the [[:Category:DonPachi series|DonPachi series]] of shoot-em-ups (the third developed by [[CAVE]]). It is one of the most well-regarded games in CAVE's catalog of shooters. DOJ introduced the '''[[Hyper System]]''' to the series, which allowed the player to give all of their firepower an enormous boost in strength, in exchange for increased game difficulty.&lt;br /&gt;
&lt;br /&gt;
There are two versions of ''DoDonPachi DaiOuJou'' that were released to the arcades; ''White Label'' and ''Black Label''. ''White Label'' is the original release of the game, and ''Black Label'' is a sort of &amp;quot;revised&amp;quot; version of the game featuring an easier first loop, and a more difficult second loop, as well as the option to select between a one-loop or two-loop game. ''Black Label'' also contains a selection of mechanics adjustments and bug fixes. When differentiating between the two, people abbreviate the game as &amp;quot;DOJ WL&amp;quot; for White Label and &amp;quot;DOJ BL&amp;quot; for Black Label.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
===Overview===&lt;br /&gt;
The controls in DaiOuJou are identical to the previous games in the series. The joystick (or controller on the PS2 version) moves the ship. Tapping button 1 fires standard shots, and holding button 1 fires the laser weapon. Pressing button 2 activates a hyper if one is available, or uses a bomb if no hypers are in stock. If the laser is active the bomb is an amplification of the laser weapon; otherwise it is an explosion that covers the screen. In all cases the player becomes invincible for a short period. There is also an option to enable button 3, which automatically fires only the standard shots, otherwise known as &amp;quot;auto(matic) fire&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
DaiOuJou follows the conventions of the previous game with only a few changes. The chaining system is intact and works in much the same way. Causing an enemy to explode fills a meter, and every enemy destroyed before the meter depletes adds to the current chain and again refills the meter. Holding the laser weapon over a large enemy will hold the meter steady and slowly accumulate hits. In this way it is possible to create a single chain out of any of the 5 stages.&lt;br /&gt;
&lt;br /&gt;
===Fighters===&lt;br /&gt;
* TYPE-A: High speed, fires front concentration shots&lt;br /&gt;
* TYPE-B: Low speed, fires wide front area shots&lt;br /&gt;
&lt;br /&gt;
Type B shot speed is slightly faster in the Black Label version than it is in the White Label version.&lt;br /&gt;
&lt;br /&gt;
===Element Dolls===&lt;br /&gt;
The selection of Element Dolls is similar to the selection of Shot or Laser variants in DoDonPachi. A doll is chosen after a fighter type is selected. &lt;br /&gt;
* DFSD-010 SHOTIA: Increases shot power, 3 bombs (max 6)&lt;br /&gt;
* DFSD-014 LEINYAN: Increases laser power, 2 bombs (max 4)&lt;br /&gt;
* FSD-002 EXY: Increases shot and laser powers, 1 bomb (max 2)&lt;br /&gt;
When the player loses a life, the revived fighter's enhanced weapon is reduced in power by one level, while the non-enhanced weapon's power is reduced to its lowest level. In the case of Expert type, both weapons are lowered by only one level upon death. Also, a player's maximum bomb capacity may be increased after respawning.&lt;br /&gt;
&lt;br /&gt;
===Hitbox===&lt;br /&gt;
[[File:HitboxDOJ.png|thumb]]&lt;br /&gt;
Here are the position and size of the hitbox depending of the ship&lt;br /&gt;
&lt;br /&gt;
These are the actual hitbox dimensions (y,y,x,x)in hexadecimal values (64 subpixels = 1 pixel) :&lt;br /&gt;
* Type A WL: 0x100, 0xc0, 0xc0, 0xc0 (rectangle 7x6 pixels) &lt;br /&gt;
* Type B WL: 0xc0, 0x100, 0xc0, 0xc0 (rectangle 7x6 pixels) &lt;br /&gt;
* Type A BL: 0x80,0x100,0x80,0x80 (rectangle 6x4 pixels) &lt;br /&gt;
* Type B BL: 0x100,0x80,0x80,0x80 (rectangle 6x4 pixels) &lt;br /&gt;
&lt;br /&gt;
When moving to the side, the hitbox is slightly thinner&lt;br /&gt;
&lt;br /&gt;
===Stages===&lt;br /&gt;
There are 5 stages per loop. The second loop becomes available if the player completes the first loop and satisfies one of the following requirements:&lt;br /&gt;
&lt;br /&gt;
* Loses at most 2 lives&lt;br /&gt;
* Uses at most 3 bombs&lt;br /&gt;
* Collects all 10 bees in at least 3 stages. The bees in each stage must be collected without dying before the boss (basically, collect the &amp;quot;2x bee&amp;quot; in at least 3 stages).&lt;br /&gt;
* (White Label Only) When finishing the first 5 stages with more than 350 million&lt;br /&gt;
&lt;br /&gt;
If the player then defeats the regular stage 2-5 boss, the true final boss of the game, Hibachi, appears.&lt;br /&gt;
&lt;br /&gt;
===Extends===&lt;br /&gt;
On default settings, the player starts with 2 extends. &lt;br /&gt;
There are 2 scoring based extends, one at 10 million, the other one at 30 million for the White Label version, one at 20 million, the other one at 50 million for the Black Label version.&lt;br /&gt;
There is one hidden extend in stage 4, if the player destroy both side parts of the midboss before destroying the central part (the central part must not be destroyed by a bomb), a 1-up item will appear. The player need to grab this item to get the extend. &lt;br /&gt;
It is possible to get this hidden extend in both loops.&lt;br /&gt;
The player can get more extends during the 2nd loop under some conditions : &lt;br /&gt;
* In White Label, every time the player clears a stage without bombing or without dying (or both), he will get an extend during the transition to the next stage.&lt;br /&gt;
* In Black Label, if the player starts a stage of the second loop without any extends, if he clears the stage without dying, he will be awarded an extend during the transition to the next stage. If the player picks up the hidden extend during stage 2-4, this will not work.&lt;br /&gt;
&lt;br /&gt;
===Bombs===&lt;br /&gt;
Depending on which ship the player choose and how many lives were lost, he is given a certain number of bombs. &lt;br /&gt;
At the start of the game, the player will have :&lt;br /&gt;
* 3 bombs for Shot type&lt;br /&gt;
* 2 bombs for Laser type&lt;br /&gt;
* 1 bomb for Expert type&lt;br /&gt;
Then if the player dies, he will have a full bomb stock and an additional bomb unless he died while being in hyper mode or if he already had the maximum bomb stock on his previous life. The maximum bomb stock is :&lt;br /&gt;
* 6 bombs for Shot type &lt;br /&gt;
* 4 bombs for Laser type&lt;br /&gt;
* 2 bombs for Expert type&lt;br /&gt;
&lt;br /&gt;
Whether the player is pressing the bomb button while using shot or laser, the bomb will be different.&lt;br /&gt;
If he presses the bomb button while using shot, the bomb will take the form of a big explosion that will clear all the small enemies. All the bullets are canceled and turn into star items at the moment of the explosion and bullets don’t spawn during the whole duration of the bomb.&lt;br /&gt;
If he presses the bomb button while using laser, the bomb will take the form of a big laser that will deal a lot of damage to anything in front of the player ship. The bullets are canceled (but no star items in this case) just at the moment the bomb button is pressed (but they will keep spawning during the bomb).&lt;br /&gt;
In both case, the player is invulnerable during the whole duration of the bomb.&lt;br /&gt;
&lt;br /&gt;
Bombs items are pretty rare in the game. After the player destroys the ship that carries them, they stay on the screen for a while, following a predictable rectangular movement then they disappear from the screen after a while&lt;br /&gt;
If a bomb is collected while the stock is already full, instead of seeing the number of bomb displayed, the player will see the message : “maximum”. Which means that, for every frame outside of boss fight, he will earn bonus points while this message is displayed. For each life lost and bomb used, this bonus decrease, so to maximize the score, it is best not to die and bomb at all if possible. This bonus becomes much more important in the second loop.&lt;br /&gt;
&lt;br /&gt;
===Chaining===&lt;br /&gt;
Chaining is the most important part of Daioujou scoring system. Whether the player preserves or breaks his chain is determined by the chain gauge. Every time an enemy is killed, the chain gauge will go up, else it will go down at a constant speed. If it goes all the way down, the chain breaks.&lt;br /&gt;
If an enemy is killed with shot, the  chain gauge is filled completely but if an enemy is killed with the laser, the chain gauge will only be filled up to 50%. But holding the laser on a big enemy can preserve the chain.  In this case, instead of going down, the chaining gauge will stay at 25%.&lt;br /&gt;
As in the previous DonPachi games, scoring in Daioujou is all about achieving and properly maintaining a high combo chain. As the point value of the enemies you destroy and some items you collect are multiplied by the current chain counter. &lt;br /&gt;
&lt;br /&gt;
===Bee item===&lt;br /&gt;
Bees play an important role in DaiOuJou, and are worth 1,000 points multiplied by the number of hits in the current combo chain. Uncovering a bee item with the Laser will add a HIT to the current chain counter, and  it will refill the chain gauge by 50%. If a player can collect all ten bee items in a stage without dying, the last item will have an additional x2 multiplier. Collecting all the bee items in a stage will also increase their default value by 1,000 for every subsequent stage. Collecting every bee item in both loops without dying outside of boss fights will cause the bee items to be worth 10,000 points each in the final stage! &lt;br /&gt;
The player can fill the Hyper Gauge by collecting a bee item while having at least a 20-HIT chain. &lt;br /&gt;
&lt;br /&gt;
In Black Label, collecting a bee item with a 20 to 39 hit chain will fill 3% of the Hyper Gauge, having a 40 to 59 HIT chain will give 6%, and so on until the player has a 200+ HIT chain, which fills 30% of the Hyper Gauge. &lt;br /&gt;
&lt;br /&gt;
However, collecting a bee item while in Hyper Mode won’t give any hyper gauge. That’s why, at many points in the game, it is better to collect the bees before activating the hyper mode, or just after the hyper ends.&lt;br /&gt;
&lt;br /&gt;
===Hyper item===&lt;br /&gt;
This is an addition to the series. A hyper meter is incorporated into the upper-left status display and is filled by chaining, collecting bees, and dying, amongst other things. When the meter is filled, a hyper item falls from the top of the screen, unless the player is currently in a boss battle. A player can hold up to 5 hyper items at any one time.&lt;br /&gt;
&lt;br /&gt;
When a hyper is activated, all hyper items are used at once with an effect proportional to the amount of hypers consumed. A hyper causes the player's fighter to be invincible for a short while (90 frames of invulnerability), and amplifies the powers of both normal fire and the laser. Once the timer runs out the player's ship returns to normal. As a side effect, all enemy bullets move faster when the hyper is activated, increasing the &amp;quot;RANK&amp;quot; difficulty level of the game, until a bomb is used during hyper mode or when the player's ship is destroyed. This effect does not disappear when the hyper wears off. Using a bomb during a hyper will end it immediately; dying causes the player to lose all in-stock hyper items. Using a hyper while there is an uncollected hyper item will transform it into a large star (which gives 10.000 points).&lt;br /&gt;
&lt;br /&gt;
''How to get hypers :''&lt;br /&gt;
In order to get an hyper, the player need to fill the hyper gauge. When the hyper gauge is full, an hyper medal  should drop from the top of the screen but there are some exceptions :&lt;br /&gt;
* If the hyper gauge is filled when the hyper mode is still active, the hyper medal won’t drop. Instead, the player will get an hyper cancel.&lt;br /&gt;
* During a boss fight if there is at least one bomb in stock. To make an hyper drop during a boss fight, the player can fill an hyper gauge without any bomb in stock, use all the remaining bombs or die during hyper mode without any bomb in stock if he has at least 1 full hyper gauge.&lt;br /&gt;
&lt;br /&gt;
When the player fills an hyper gauge but is in one of the two situations mentioned before, instead of making an hyper drop, he will get an hyper cancel. All the bullets on the screen disappear at the very moment the hyper gauge is filled. This can be especially useful on some stage sections and boss fight.&lt;br /&gt;
&lt;br /&gt;
''Hyper item properties :'' &lt;br /&gt;
Once they appear from the top of the screen, if the player does not pick them up, they will slowly go down until they hit the bottom of the screen and then they will go up until they exit the screen by the top. &lt;br /&gt;
If the player activates an hyper while there is an hyper item on the screen, the hyper item will turn into a 10 000 points star and this hyper item is “wasted”.&lt;br /&gt;
&lt;br /&gt;
''How to fill the hyper gauge :''&lt;br /&gt;
The hyper gauge can be filled by killing enemies. Killing small enemies with the shot gives more hyper than killing them with the laser. This means it is possible to regulate the speed at which the hyper gauge is filled by deliberately choosing to kill the popcorn enemies with shot or laser.&lt;br /&gt;
It is also possible to gain hyper by using the laser on big enemies and bosses, it gives even more hyper by pointblanking them because the aura is also touching them (note : pointblanking can also give more hits). This means it is also possible to regulate the speed at which the hyper gauge is filled during boss fights by dealing damage with the shot instead of the laser for example.&lt;br /&gt;
Losing a life fills 25% of a full Hyper Gauge (to be verified for White Label)&lt;br /&gt;
The final way to fill the Hyper Gauge is to collect a bee with at least a 20-HIT chain (see the “Bees” paragraph)&lt;br /&gt;
&lt;br /&gt;
Important note : &lt;br /&gt;
When the hyper gauge is filled by collecting a bee or dying, there is no leftover. &lt;br /&gt;
For example, in Black Label if the hyper gauge is filled at 80% and the players grabs a bee with a 700-HIT combo chain, he should get 30% of hyper gauge, but in this case, he will fill the hyper gauge, make an hyper item drop and start the new gauge at 0%. Which means he only gained 20% of hyper gauge.&lt;br /&gt;
&lt;br /&gt;
===Rank===&lt;br /&gt;
DoDonPachi DaiOuJou has a hidden ranking system, one that makes the game harder as the rank increases. Rank is increased by using Hypers, and the amount it increases is proportional to the level of the hyper used. Rank can only be decreased by bombing during hyper mode or losing a life.&lt;br /&gt;
&lt;br /&gt;
===Star and Medal items===&lt;br /&gt;
The star and medal items are pretty much worthless in comparison to the other aspects of the scoring system.&lt;br /&gt;
&lt;br /&gt;
Picked up during stage gameplay&lt;br /&gt;
small star = 500 pts&lt;br /&gt;
small medal = 500 pts&lt;br /&gt;
Big star = 10 000 pts&lt;br /&gt;
Big medal = 10 000 pts&lt;br /&gt;
&lt;br /&gt;
Stars attracted during hyper cancels are worth 500pts/star. &lt;br /&gt;
&lt;br /&gt;
===End-stage Bonus===&lt;br /&gt;
If no-miss : take into account all the stars and medals collected only during this stage, If one or more deaths (during the stage or boss) : take into account the stars and medals collected since the last death.&lt;br /&gt;
&lt;br /&gt;
Nb of stars  X 1000 pts&lt;br /&gt;
&lt;br /&gt;
Nb of medals X 2000 pts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOSS HIT BONUS&lt;br /&gt;
&lt;br /&gt;
Stage 1 : 300 000 + 1,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 2 : 400 000 + 2 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 3 : 500 000 + 2,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 4 : 600 000 + 3 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 5 : 700 000 + 3,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Always true, no matter how many deaths during stage section or boss fight.&lt;br /&gt;
Stage 1-1 and 2-1 BOSS HITS BONUS is counted the same way, same for 1-2 and 2-2, 1-3 and 2-3, ...&lt;br /&gt;
&lt;br /&gt;
''Funny detail :''&lt;br /&gt;
The scrolling of the BOSS HIT BONUS is not synchronized with the reverse scrolling of the HITS.&lt;br /&gt;
&lt;br /&gt;
==Plot==&lt;br /&gt;
===Synopsis===&lt;br /&gt;
Centuries have passed since the [[DoDonPachi | catastrophic war]] that almost cost the human race its complete annihilation at the hands of the deranged Colonel Schwarlitz Longhener, leader of the DonPachi Corps: a military squad of starfighter pilots known for their combat prowess and emotional detachment (as a result of the inhuman training they are subjected to - the [[DonPachi | first game]] being a prime example of it, with the trainee actually slaughtering comrades posing as the enemy); whatever remained of his genocidal army was gathered, transported to the Moon and sealed within a network of caves, left to rot away as the nightmares faded into legend.&lt;br /&gt;
&lt;br /&gt;
The human race flourished again, to the point of colonizing the Moon itself, the megacity of Lunapolis being the hub of human activity on lunar soil. However, as time passed, the dormant machines reawakened, rebuilt, evolved: the caverns of the planet swarmed with all sorts of advanced war machines, and automated production facilities, at their core a heavily guarded platform where the ultimate fighting machine of the past, the mechanical bee Hibachi (this time named 緋蜂, lit. &amp;quot;Scarlet Bee&amp;quot;), was slowly being rebuilt. Still following their original programming, the machines broke the seal, invading the surface and quickly seizing control of the almost defenseless Lunapolis, its streets and facilities now completely overtaken and littered with heavy artillery emplacements.&lt;br /&gt;
&lt;br /&gt;
With little time to spare, the DonPachi Corps are reactivated, with enough time to build only two fighters; nevertheless, to each was bestowed the assistance of an Element Doll, highly evolved sentient droids (apparently widespread in human society by then, and treated as little more than slaves) capable of providing tactical data and enhancing the craft's own capabilities. Knowing that the mission is plausibly suicidal, the two attack ships are deployed on the Moon surface, just outside Lunapolis, alone against a ruthless army of machines with a single objective; killing. &lt;br /&gt;
&lt;br /&gt;
===Ending===&lt;br /&gt;
&lt;br /&gt;
The game's ending reveals, in a chilling twist, that the Element Dolls are, in truth, cybernetic beings built by forcefully turning human beings into servants, laborers and soldiers, their minds and wills rewritten and bent to the whim of Earth's upper class. Then, a Doll-specific coda is shown:&lt;br /&gt;
&lt;br /&gt;
* '''Shotia:''' Interfacing with the enemy's computer network and forcibly shutting it down, Shotia is finally pulled out of the fighter jet by her pilot, who has come to grow feelings for the biomechanical soldier. As he holds her however, her mind is overcome by a virus hidden in Hibachi's mainframe and slowly deteriorates, each memory being deleted until, at last, tears accompany the Doll's final ones, those of her in her human days, before being abducted and converted. With a smile, Shotia dies.&lt;br /&gt;
* '''Leinyan:''' Having finally destroyed the devilish war machine Hibachi and ensuing the collapse of the enemy's computer network, the fighter plane returns to base, the pilot's mission completed. However, Leinyan rebels against her masters, having fallen in love with her pilot, who is forced to watch helplessly as she is dragged away, deactivated and her body dissected for research. In an atypical subversion of the series' dark endings, the Doll's consciousness takes control of the laboratory's systems, escaping into cyberspace and, finally, reuniting with her lover.&lt;br /&gt;
* '''EXY:''' In a desperate attempt to shut down the enemy's computer network, EXY interfaces with it and delves within the massive data stream with her own consciousness. The attempt is successful, however the information flow drives her mad (it is implied that she discovered Colonel Schwarlitz Longhener's involvement and betrayal), who ultimately breaks free from the fighter's armor and, in a fit of blind rage, chokes the pilot and slaughters the accompanying infantry escort. This, along with the deranged realization that mankind is the one true enemy to defeat, ultimately leads to the events depicted in [[DoDonPachi DaiFukkatsu | Dai-Fukkatsu]].&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
===Black Label===&lt;br /&gt;
This variant was a limited edition release. The arcade board includes the original and Black Label games, which can be selected during boot time. The Black Label game can be identified by the black title screen. After the release of the Black label, the original version is called as White Label, particularly for clarification.&lt;br /&gt;
&lt;br /&gt;
Changes in Black Label include:&lt;br /&gt;
&lt;br /&gt;
* The player can select 1 Loop Mode or 2 Loop Mode at the beginning of the game, after selecting a battle fighter and Element Doll. In 2 Loop Mode, after completing stage 1–5, the player now has the option to play the second loop as before, but in 1 Loop Mode, the player immediately fights Hibachi after defeating the normal final stage boss.&lt;br /&gt;
* The player is no longer reduced to only one life when entering the 2nd loop.&lt;br /&gt;
* The player can continue should he/she lose all his/her lives in the 2nd loop by inserting more coins and pressing START (and a second player can join in), up until he/she reaches the true final stage.&lt;br /&gt;
* The game is easier in general. The enemy bullets are fewer and move slower, but the changes are subtle.&lt;br /&gt;
* The Hyper Meter fills faster than in the original.&lt;br /&gt;
* Some bug fixes. The chain meter now has 5 digits, so it no longer rolls over if it reaches 9,999 hits. (In the original version, the chain meter counts internally correct, but displays only lower 4 digits.)&lt;br /&gt;
* Both weapons are lowered by only one level upon respawning for all types when in the 2nd loop.&lt;br /&gt;
&lt;br /&gt;
A prototype export/overseas version of the Black Label edition named DoDonPachi III was discovered in 2016.&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:Hyper system mechanic]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Juju Kenobi</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiOuJou&amp;diff=13843</id>
		<title>DoDonPachi DaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiOuJou&amp;diff=13843"/>
		<updated>2021-12-28T13:28:25Z</updated>

		<summary type="html">&lt;p&gt;Juju Kenobi: /* Hitbox */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== DoDonPachi DaiOuJou (&amp;quot;Blissful Death&amp;quot;) ==&lt;br /&gt;
&lt;br /&gt;
'''''DoDonPachi DaiOuJou''''' (JP: 怒首領蜂 大往生, abbreviated: '''DOJ''', iOS/Android: '''''DoDonPachi Blissful Death''''') is the fourth entry in the [[:Category:DonPachi series|DonPachi series]] of shoot-em-ups (the third developed by [[CAVE]]). It is one of the most well-regarded games in CAVE's catalog of shooters. DOJ introduced the '''[[Hyper System]]''' to the series, which allowed the player to give all of their firepower an enormous boost in strength, in exchange for increased game difficulty.&lt;br /&gt;
&lt;br /&gt;
There are two versions of ''DoDonPachi DaiOuJou'' that were released to the arcades; ''White Label'' and ''Black Label''. ''White Label'' is the original release of the game, and ''Black Label'' is a sort of &amp;quot;revised&amp;quot; version of the game featuring an easier first loop, and a more difficult second loop, as well as the option to select between a one-loop or two-loop game. ''Black Label'' also contains a selection of mechanics adjustments and bug fixes. When differentiating between the two, people abbreviate the game as &amp;quot;DOJ WL&amp;quot; for White Label and &amp;quot;DOJ BL&amp;quot; for Black Label.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
===Overview===&lt;br /&gt;
The controls in DaiOuJou are identical to the previous games in the series. The joystick (or controller on the PS2 version) moves the ship. Tapping button 1 fires standard shots, and holding button 1 fires the laser weapon. Pressing button 2 activates a hyper if one is available, or uses a bomb if no hypers are in stock. If the laser is active the bomb is an amplification of the laser weapon; otherwise it is an explosion that covers the screen. In all cases the player becomes invincible for a short period. There is also an option to enable button 3, which automatically fires only the standard shots, otherwise known as &amp;quot;auto(matic) fire&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
DaiOuJou follows the conventions of the previous game with only a few changes. The chaining system is intact and works in much the same way. Causing an enemy to explode fills a meter, and every enemy destroyed before the meter depletes adds to the current chain and again refills the meter. Holding the laser weapon over a large enemy will hold the meter steady and slowly accumulate hits. In this way it is possible to create a single chain out of any of the 5 stages.&lt;br /&gt;
&lt;br /&gt;
===Fighters===&lt;br /&gt;
* TYPE-A: High speed, fires front concentration shots&lt;br /&gt;
* TYPE-B: Low speed, fires wide front area shots&lt;br /&gt;
===Element Dolls===&lt;br /&gt;
The selection of Element Dolls is similar to the selection of Shot or Laser variants in DoDonPachi. A doll is chosen after a fighter type is selected. &lt;br /&gt;
* DFSD-010 SHOTIA: Increases shot power, 3 bombs (max 6)&lt;br /&gt;
* DFSD-014 LEINYAN: Increases laser power, 2 bombs (max 4)&lt;br /&gt;
* FSD-002 EXY: Increases shot and laser powers, 1 bomb (max 2)&lt;br /&gt;
When the player loses a life, the revived fighter's enhanced weapon is reduced in power by one level, while the non-enhanced weapon's power is reduced to its lowest level. In the case of Expert type, both weapons are lowered by only one level upon death. Also, a player's maximum bomb capacity may be increased after respawning.&lt;br /&gt;
&lt;br /&gt;
===Hitbox===&lt;br /&gt;
[[File:HitboxDOJ.png|thumb]]&lt;br /&gt;
Here are the position and size of the hitbox depending of the ship&lt;br /&gt;
&lt;br /&gt;
These are the actual hitbox dimensions (y,y,x,x)in hexadecimal values (64 subpixels = 1 pixel) :&lt;br /&gt;
* Type A WL: 0x100, 0xc0, 0xc0, 0xc0 (rectangle 7x6 pixels) &lt;br /&gt;
* Type B WL: 0xc0, 0x100, 0xc0, 0xc0 (rectangle 7x6 pixels) &lt;br /&gt;
* Type A BL: 0x80,0x100,0x80,0x80 (rectangle 6x4 pixels) &lt;br /&gt;
* Type B BL: 0x100,0x80,0x80,0x80 (rectangle 6x4 pixels) &lt;br /&gt;
&lt;br /&gt;
When moving to the side, the hitbox is slightly thinner&lt;br /&gt;
&lt;br /&gt;
===Stages===&lt;br /&gt;
There are 5 stages per loop. The second loop becomes available if the player completes the first loop and satisfies one of the following requirements:&lt;br /&gt;
&lt;br /&gt;
* Loses at most 2 lives&lt;br /&gt;
* Uses at most 3 bombs&lt;br /&gt;
* Collects all 10 bees in at least 3 stages. The bees in each stage must be collected without dying before the boss (basically, collect the &amp;quot;2x bee&amp;quot; in at least 3 stages).&lt;br /&gt;
* (White Label Only) When finishing the first 5 stages with more than 350 million&lt;br /&gt;
&lt;br /&gt;
If the player then defeats the regular stage 2-5 boss, the true final boss of the game, Hibachi, appears.&lt;br /&gt;
&lt;br /&gt;
===Extends===&lt;br /&gt;
On default settings, the player starts with 2 extends. &lt;br /&gt;
There are 2 scoring based extends, one at 10 million, the other one at 30 million for the White Label version, one at 20 million, the other one at 50 million for the Black Label version.&lt;br /&gt;
There is one hidden extend in stage 4, if the player destroy both side parts of the midboss before destroying the central part (the central part must not be destroyed by a bomb), a 1-up item will appear. The player need to grab this item to get the extend. &lt;br /&gt;
It is possible to get this hidden extend in both loops.&lt;br /&gt;
The player can get more extends during the 2nd loop under some conditions : &lt;br /&gt;
* In White Label, every time the player clears a stage without bombing or without dying (or both), he will get an extend during the transition to the next stage.&lt;br /&gt;
* In Black Label, if the player starts a stage of the second loop without any extends, if he clears the stage without dying, he will be awarded an extend during the transition to the next stage. If the player picks up the hidden extend during stage 2-4, this will not work.&lt;br /&gt;
&lt;br /&gt;
===Bombs===&lt;br /&gt;
Depending on which ship the player choose and how many lives were lost, he is given a certain number of bombs. &lt;br /&gt;
At the start of the game, the player will have :&lt;br /&gt;
* 3 bombs for Shot type&lt;br /&gt;
* 2 bombs for Laser type&lt;br /&gt;
* 1 bomb for Expert type&lt;br /&gt;
Then if the player dies, he will have a full bomb stock and an additional bomb unless he died while being in hyper mode or if he already had the maximum bomb stock on his previous life. The maximum bomb stock is :&lt;br /&gt;
* 6 bombs for Shot type &lt;br /&gt;
* 4 bombs for Laser type&lt;br /&gt;
* 2 bombs for Expert type&lt;br /&gt;
&lt;br /&gt;
Whether the player is pressing the bomb button while using shot or laser, the bomb will be different.&lt;br /&gt;
If he presses the bomb button while using shot, the bomb will take the form of a big explosion that will clear all the small enemies. All the bullets are canceled and turn into star items at the moment of the explosion and bullets don’t spawn during the whole duration of the bomb.&lt;br /&gt;
If he presses the bomb button while using laser, the bomb will take the form of a big laser that will deal a lot of damage to anything in front of the player ship. The bullets are canceled (but no star items in this case) just at the moment the bomb button is pressed (but they will keep spawning during the bomb).&lt;br /&gt;
In both case, the player is invulnerable during the whole duration of the bomb.&lt;br /&gt;
&lt;br /&gt;
Bombs items are pretty rare in the game. After the player destroys the ship that carries them, they stay on the screen for a while, following a predictable rectangular movement then they disappear from the screen after a while&lt;br /&gt;
If a bomb is collected while the stock is already full, instead of seeing the number of bomb displayed, the player will see the message : “maximum”. Which means that, for every frame outside of boss fight, he will earn bonus points while this message is displayed. For each life lost and bomb used, this bonus decrease, so to maximize the score, it is best not to die and bomb at all if possible. This bonus becomes much more important in the second loop.&lt;br /&gt;
&lt;br /&gt;
===Chaining===&lt;br /&gt;
Chaining is the most important part of Daioujou scoring system. Whether the player preserves or breaks his chain is determined by the chain gauge. Every time an enemy is killed, the chain gauge will go up, else it will go down at a constant speed. If it goes all the way down, the chain breaks.&lt;br /&gt;
If an enemy is killed with shot, the  chain gauge is filled completely but if an enemy is killed with the laser, the chain gauge will only be filled up to 50%. But holding the laser on a big enemy can preserve the chain.  In this case, instead of going down, the chaining gauge will stay at 25%.&lt;br /&gt;
As in the previous DonPachi games, scoring in Daioujou is all about achieving and properly maintaining a high combo chain. As the point value of the enemies you destroy and some items you collect are multiplied by the current chain counter. &lt;br /&gt;
&lt;br /&gt;
===Bee item===&lt;br /&gt;
Bees play an important role in DaiOuJou, and are worth 1,000 points multiplied by the number of hits in the current combo chain. Uncovering a bee item with the Laser will add a HIT to the current chain counter, and  it will refill the chain gauge by 50%. If a player can collect all ten bee items in a stage without dying, the last item will have an additional x2 multiplier. Collecting all the bee items in a stage will also increase their default value by 1,000 for every subsequent stage. Collecting every bee item in both loops without dying outside of boss fights will cause the bee items to be worth 10,000 points each in the final stage! &lt;br /&gt;
The player can fill the Hyper Gauge by collecting a bee item while having at least a 20-HIT chain. &lt;br /&gt;
&lt;br /&gt;
In Black Label, collecting a bee item with a 20 to 39 hit chain will fill 3% of the Hyper Gauge, having a 40 to 59 HIT chain will give 6%, and so on until the player has a 200+ HIT chain, which fills 30% of the Hyper Gauge. &lt;br /&gt;
&lt;br /&gt;
However, collecting a bee item while in Hyper Mode won’t give any hyper gauge. That’s why, at many points in the game, it is better to collect the bees before activating the hyper mode, or just after the hyper ends.&lt;br /&gt;
&lt;br /&gt;
===Hyper item===&lt;br /&gt;
This is an addition to the series. A hyper meter is incorporated into the upper-left status display and is filled by chaining, collecting bees, and dying, amongst other things. When the meter is filled, a hyper item falls from the top of the screen, unless the player is currently in a boss battle. A player can hold up to 5 hyper items at any one time.&lt;br /&gt;
&lt;br /&gt;
When a hyper is activated, all hyper items are used at once with an effect proportional to the amount of hypers consumed. A hyper causes the player's fighter to be invincible for a short while (90 frames of invulnerability), and amplifies the powers of both normal fire and the laser. Once the timer runs out the player's ship returns to normal. As a side effect, all enemy bullets move faster when the hyper is activated, increasing the &amp;quot;RANK&amp;quot; difficulty level of the game, until a bomb is used during hyper mode or when the player's ship is destroyed. This effect does not disappear when the hyper wears off. Using a bomb during a hyper will end it immediately; dying causes the player to lose all in-stock hyper items. Using a hyper while there is an uncollected hyper item will transform it into a large star (which gives 10.000 points).&lt;br /&gt;
&lt;br /&gt;
''How to get hypers :''&lt;br /&gt;
In order to get an hyper, the player need to fill the hyper gauge. When the hyper gauge is full, an hyper medal  should drop from the top of the screen but there are some exceptions :&lt;br /&gt;
* If the hyper gauge is filled when the hyper mode is still active, the hyper medal won’t drop. Instead, the player will get an hyper cancel.&lt;br /&gt;
* During a boss fight if there is at least one bomb in stock. To make an hyper drop during a boss fight, the player can fill an hyper gauge without any bomb in stock, use all the remaining bombs or die during hyper mode without any bomb in stock if he has at least 1 full hyper gauge.&lt;br /&gt;
&lt;br /&gt;
When the player fills an hyper gauge but is in one of the two situations mentioned before, instead of making an hyper drop, he will get an hyper cancel. All the bullets on the screen disappear at the very moment the hyper gauge is filled. This can be especially useful on some stage sections and boss fight.&lt;br /&gt;
&lt;br /&gt;
''Hyper item properties :'' &lt;br /&gt;
Once they appear from the top of the screen, if the player does not pick them up, they will slowly go down until they hit the bottom of the screen and then they will go up until they exit the screen by the top. &lt;br /&gt;
If the player activates an hyper while there is an hyper item on the screen, the hyper item will turn into a 10 000 points star and this hyper item is “wasted”.&lt;br /&gt;
&lt;br /&gt;
''How to fill the hyper gauge :''&lt;br /&gt;
The hyper gauge can be filled by killing enemies. Killing small enemies with the shot gives more hyper than killing them with the laser. This means it is possible to regulate the speed at which the hyper gauge is filled by deliberately choosing to kill the popcorn enemies with shot or laser.&lt;br /&gt;
It is also possible to gain hyper by using the laser on big enemies and bosses, it gives even more hyper by pointblanking them because the aura is also touching them (note : pointblanking can also give more hits). This means it is also possible to regulate the speed at which the hyper gauge is filled during boss fights by dealing damage with the shot instead of the laser for example.&lt;br /&gt;
Losing a life fills 25% of a full Hyper Gauge (to be verified for White Label)&lt;br /&gt;
The final way to fill the Hyper Gauge is to collect a bee with at least a 20-HIT chain (see the “Bees” paragraph)&lt;br /&gt;
&lt;br /&gt;
Important note : &lt;br /&gt;
When the hyper gauge is filled by collecting a bee or dying, there is no leftover. &lt;br /&gt;
For example, in Black Label if the hyper gauge is filled at 80% and the players grabs a bee with a 700-HIT combo chain, he should get 30% of hyper gauge, but in this case, he will fill the hyper gauge, make an hyper item drop and start the new gauge at 0%. Which means he only gained 20% of hyper gauge.&lt;br /&gt;
&lt;br /&gt;
===Rank===&lt;br /&gt;
DoDonPachi DaiOuJou has a hidden ranking system, one that makes the game harder as the rank increases. Rank is increased by using Hypers, and the amount it increases is proportional to the level of the hyper used. Rank can only be decreased by bombing during hyper mode or losing a life.&lt;br /&gt;
&lt;br /&gt;
===Star and Medal items===&lt;br /&gt;
The star and medal items are pretty much worthless in comparison to the other aspects of the scoring system.&lt;br /&gt;
&lt;br /&gt;
Picked up during stage gameplay&lt;br /&gt;
small star = 500 pts&lt;br /&gt;
small medal = 500 pts&lt;br /&gt;
Big star = 10 000 pts&lt;br /&gt;
Big medal = 10 000 pts&lt;br /&gt;
&lt;br /&gt;
Stars attracted during hyper cancels are worth 500pts/star. &lt;br /&gt;
&lt;br /&gt;
===End-stage Bonus===&lt;br /&gt;
If no-miss : take into account all the stars and medals collected only during this stage, If one or more deaths (during the stage or boss) : take into account the stars and medals collected since the last death.&lt;br /&gt;
&lt;br /&gt;
Nb of stars  X 1000 pts&lt;br /&gt;
&lt;br /&gt;
Nb of medals X 2000 pts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOSS HIT BONUS&lt;br /&gt;
&lt;br /&gt;
Stage 1 : 300 000 + 1,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 2 : 400 000 + 2 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 3 : 500 000 + 2,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 4 : 600 000 + 3 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 5 : 700 000 + 3,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Always true, no matter how many deaths during stage section or boss fight.&lt;br /&gt;
Stage 1-1 and 2-1 BOSS HITS BONUS is counted the same way, same for 1-2 and 2-2, 1-3 and 2-3, ...&lt;br /&gt;
&lt;br /&gt;
''Funny detail :''&lt;br /&gt;
The scrolling of the BOSS HIT BONUS is not synchronized with the reverse scrolling of the HITS.&lt;br /&gt;
&lt;br /&gt;
==Plot==&lt;br /&gt;
===Synopsis===&lt;br /&gt;
Centuries have passed since the [[DoDonPachi | catastrophic war]] that almost cost the human race its complete annihilation at the hands of the deranged Colonel Schwarlitz Longhener, leader of the DonPachi Corps: a military squad of starfighter pilots known for their combat prowess and emotional detachment (as a result of the inhuman training they are subjected to - the [[DonPachi | first game]] being a prime example of it, with the trainee actually slaughtering comrades posing as the enemy); whatever remained of his genocidal army was gathered, transported to the Moon and sealed within a network of caves, left to rot away as the nightmares faded into legend.&lt;br /&gt;
&lt;br /&gt;
The human race flourished again, to the point of colonizing the Moon itself, the megacity of Lunapolis being the hub of human activity on lunar soil. However, as time passed, the dormant machines reawakened, rebuilt, evolved: the caverns of the planet swarmed with all sorts of advanced war machines, and automated production facilities, at their core a heavily guarded platform where the ultimate fighting machine of the past, the mechanical bee Hibachi (this time named 緋蜂, lit. &amp;quot;Scarlet Bee&amp;quot;), was slowly being rebuilt. Still following their original programming, the machines broke the seal, invading the surface and quickly seizing control of the almost defenseless Lunapolis, its streets and facilities now completely overtaken and littered with heavy artillery emplacements.&lt;br /&gt;
&lt;br /&gt;
With little time to spare, the DonPachi Corps are reactivated, with enough time to build only two fighters; nevertheless, to each was bestowed the assistance of an Element Doll, highly evolved sentient droids (apparently widespread in human society by then, and treated as little more than slaves) capable of providing tactical data and enhancing the craft's own capabilities. Knowing that the mission is plausibly suicidal, the two attack ships are deployed on the Moon surface, just outside Lunapolis, alone against a ruthless army of machines with a single objective; killing. &lt;br /&gt;
&lt;br /&gt;
===Ending===&lt;br /&gt;
&lt;br /&gt;
The game's ending reveals, in a chilling twist, that the Element Dolls are, in truth, cybernetic beings built by forcefully turning human beings into servants, laborers and soldiers, their minds and wills rewritten and bent to the whim of Earth's upper class. Then, a Doll-specific coda is shown:&lt;br /&gt;
&lt;br /&gt;
* '''Shotia:''' Interfacing with the enemy's computer network and forcibly shutting it down, Shotia is finally pulled out of the fighter jet by her pilot, who has come to grow feelings for the biomechanical soldier. As he holds her however, her mind is overcome by a virus hidden in Hibachi's mainframe and slowly deteriorates, each memory being deleted until, at last, tears accompany the Doll's final ones, those of her in her human days, before being abducted and converted. With a smile, Shotia dies.&lt;br /&gt;
* '''Leinyan:''' Having finally destroyed the devilish war machine Hibachi and ensuing the collapse of the enemy's computer network, the fighter plane returns to base, the pilot's mission completed. However, Leinyan rebels against her masters, having fallen in love with her pilot, who is forced to watch helplessly as she is dragged away, deactivated and her body dissected for research. In an atypical subversion of the series' dark endings, the Doll's consciousness takes control of the laboratory's systems, escaping into cyberspace and, finally, reuniting with her lover.&lt;br /&gt;
* '''EXY:''' In a desperate attempt to shut down the enemy's computer network, EXY interfaces with it and delves within the massive data stream with her own consciousness. The attempt is successful, however the information flow drives her mad (it is implied that she discovered Colonel Schwarlitz Longhener's involvement and betrayal), who ultimately breaks free from the fighter's armor and, in a fit of blind rage, chokes the pilot and slaughters the accompanying infantry escort. This, along with the deranged realization that mankind is the one true enemy to defeat, ultimately leads to the events depicted in [[DoDonPachi DaiFukkatsu | Dai-Fukkatsu]].&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
===Black Label===&lt;br /&gt;
This variant was a limited edition release. The arcade board includes the original and Black Label games, which can be selected during boot time. The Black Label game can be identified by the black title screen. After the release of the Black label, the original version is called as White Label, particularly for clarification.&lt;br /&gt;
&lt;br /&gt;
Changes in Black Label include:&lt;br /&gt;
&lt;br /&gt;
* The player can select 1 Loop Mode or 2 Loop Mode at the beginning of the game, after selecting a battle fighter and Element Doll. In 2 Loop Mode, after completing stage 1–5, the player now has the option to play the second loop as before, but in 1 Loop Mode, the player immediately fights Hibachi after defeating the normal final stage boss.&lt;br /&gt;
* The player is no longer reduced to only one life when entering the 2nd loop.&lt;br /&gt;
* The player can continue should he/she lose all his/her lives in the 2nd loop by inserting more coins and pressing START (and a second player can join in), up until he/she reaches the true final stage.&lt;br /&gt;
* The game is easier in general. The enemy bullets are fewer and move slower, but the changes are subtle.&lt;br /&gt;
* The Hyper Meter fills faster than in the original.&lt;br /&gt;
* Some bug fixes. The chain meter now has 5 digits, so it no longer rolls over if it reaches 9,999 hits. (In the original version, the chain meter counts internally correct, but displays only lower 4 digits.)&lt;br /&gt;
* Both weapons are lowered by only one level upon respawning for all types when in the 2nd loop.&lt;br /&gt;
&lt;br /&gt;
A prototype export/overseas version of the Black Label edition named DoDonPachi III was discovered in 2016.&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:Hyper system mechanic]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Juju Kenobi</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiOuJou&amp;diff=13842</id>
		<title>DoDonPachi DaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiOuJou&amp;diff=13842"/>
		<updated>2021-12-28T13:27:45Z</updated>

		<summary type="html">&lt;p&gt;Juju Kenobi: /* Hitbox */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== DoDonPachi DaiOuJou (&amp;quot;Blissful Death&amp;quot;) ==&lt;br /&gt;
&lt;br /&gt;
'''''DoDonPachi DaiOuJou''''' (JP: 怒首領蜂 大往生, abbreviated: '''DOJ''', iOS/Android: '''''DoDonPachi Blissful Death''''') is the fourth entry in the [[:Category:DonPachi series|DonPachi series]] of shoot-em-ups (the third developed by [[CAVE]]). It is one of the most well-regarded games in CAVE's catalog of shooters. DOJ introduced the '''[[Hyper System]]''' to the series, which allowed the player to give all of their firepower an enormous boost in strength, in exchange for increased game difficulty.&lt;br /&gt;
&lt;br /&gt;
There are two versions of ''DoDonPachi DaiOuJou'' that were released to the arcades; ''White Label'' and ''Black Label''. ''White Label'' is the original release of the game, and ''Black Label'' is a sort of &amp;quot;revised&amp;quot; version of the game featuring an easier first loop, and a more difficult second loop, as well as the option to select between a one-loop or two-loop game. ''Black Label'' also contains a selection of mechanics adjustments and bug fixes. When differentiating between the two, people abbreviate the game as &amp;quot;DOJ WL&amp;quot; for White Label and &amp;quot;DOJ BL&amp;quot; for Black Label.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
===Overview===&lt;br /&gt;
The controls in DaiOuJou are identical to the previous games in the series. The joystick (or controller on the PS2 version) moves the ship. Tapping button 1 fires standard shots, and holding button 1 fires the laser weapon. Pressing button 2 activates a hyper if one is available, or uses a bomb if no hypers are in stock. If the laser is active the bomb is an amplification of the laser weapon; otherwise it is an explosion that covers the screen. In all cases the player becomes invincible for a short period. There is also an option to enable button 3, which automatically fires only the standard shots, otherwise known as &amp;quot;auto(matic) fire&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
DaiOuJou follows the conventions of the previous game with only a few changes. The chaining system is intact and works in much the same way. Causing an enemy to explode fills a meter, and every enemy destroyed before the meter depletes adds to the current chain and again refills the meter. Holding the laser weapon over a large enemy will hold the meter steady and slowly accumulate hits. In this way it is possible to create a single chain out of any of the 5 stages.&lt;br /&gt;
&lt;br /&gt;
===Fighters===&lt;br /&gt;
* TYPE-A: High speed, fires front concentration shots&lt;br /&gt;
* TYPE-B: Low speed, fires wide front area shots&lt;br /&gt;
===Element Dolls===&lt;br /&gt;
The selection of Element Dolls is similar to the selection of Shot or Laser variants in DoDonPachi. A doll is chosen after a fighter type is selected. &lt;br /&gt;
* DFSD-010 SHOTIA: Increases shot power, 3 bombs (max 6)&lt;br /&gt;
* DFSD-014 LEINYAN: Increases laser power, 2 bombs (max 4)&lt;br /&gt;
* FSD-002 EXY: Increases shot and laser powers, 1 bomb (max 2)&lt;br /&gt;
When the player loses a life, the revived fighter's enhanced weapon is reduced in power by one level, while the non-enhanced weapon's power is reduced to its lowest level. In the case of Expert type, both weapons are lowered by only one level upon death. Also, a player's maximum bomb capacity may be increased after respawning.&lt;br /&gt;
&lt;br /&gt;
===Hitbox===&lt;br /&gt;
Here are the position and size of the hitbox depending of the ship&lt;br /&gt;
&lt;br /&gt;
[[File:HitboxDOJ.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
These are the actual hitbox dimensions (y,y,x,x)in hexadecimal values (64 subpixels = 1 pixel) :&lt;br /&gt;
* Type A WL: 0x100, 0xc0, 0xc0, 0xc0 (rectangle 7x6 pixels) &lt;br /&gt;
* Type B WL: 0xc0, 0x100, 0xc0, 0xc0 (rectangle 7x6 pixels) &lt;br /&gt;
* Type A BL: 0x80,0x100,0x80,0x80 (rectangle 6x4 pixels) &lt;br /&gt;
* Type B BL: 0x100,0x80,0x80,0x80 (rectangle 6x4 pixels) &lt;br /&gt;
&lt;br /&gt;
When moving to the side, the hitbox is slightly thinner&lt;br /&gt;
&lt;br /&gt;
===Stages===&lt;br /&gt;
There are 5 stages per loop. The second loop becomes available if the player completes the first loop and satisfies one of the following requirements:&lt;br /&gt;
&lt;br /&gt;
* Loses at most 2 lives&lt;br /&gt;
* Uses at most 3 bombs&lt;br /&gt;
* Collects all 10 bees in at least 3 stages. The bees in each stage must be collected without dying before the boss (basically, collect the &amp;quot;2x bee&amp;quot; in at least 3 stages).&lt;br /&gt;
* (White Label Only) When finishing the first 5 stages with more than 350 million&lt;br /&gt;
&lt;br /&gt;
If the player then defeats the regular stage 2-5 boss, the true final boss of the game, Hibachi, appears.&lt;br /&gt;
&lt;br /&gt;
===Extends===&lt;br /&gt;
On default settings, the player starts with 2 extends. &lt;br /&gt;
There are 2 scoring based extends, one at 10 million, the other one at 30 million for the White Label version, one at 20 million, the other one at 50 million for the Black Label version.&lt;br /&gt;
There is one hidden extend in stage 4, if the player destroy both side parts of the midboss before destroying the central part (the central part must not be destroyed by a bomb), a 1-up item will appear. The player need to grab this item to get the extend. &lt;br /&gt;
It is possible to get this hidden extend in both loops.&lt;br /&gt;
The player can get more extends during the 2nd loop under some conditions : &lt;br /&gt;
* In White Label, every time the player clears a stage without bombing or without dying (or both), he will get an extend during the transition to the next stage.&lt;br /&gt;
* In Black Label, if the player starts a stage of the second loop without any extends, if he clears the stage without dying, he will be awarded an extend during the transition to the next stage. If the player picks up the hidden extend during stage 2-4, this will not work.&lt;br /&gt;
&lt;br /&gt;
===Bombs===&lt;br /&gt;
Depending on which ship the player choose and how many lives were lost, he is given a certain number of bombs. &lt;br /&gt;
At the start of the game, the player will have :&lt;br /&gt;
* 3 bombs for Shot type&lt;br /&gt;
* 2 bombs for Laser type&lt;br /&gt;
* 1 bomb for Expert type&lt;br /&gt;
Then if the player dies, he will have a full bomb stock and an additional bomb unless he died while being in hyper mode or if he already had the maximum bomb stock on his previous life. The maximum bomb stock is :&lt;br /&gt;
* 6 bombs for Shot type &lt;br /&gt;
* 4 bombs for Laser type&lt;br /&gt;
* 2 bombs for Expert type&lt;br /&gt;
&lt;br /&gt;
Whether the player is pressing the bomb button while using shot or laser, the bomb will be different.&lt;br /&gt;
If he presses the bomb button while using shot, the bomb will take the form of a big explosion that will clear all the small enemies. All the bullets are canceled and turn into star items at the moment of the explosion and bullets don’t spawn during the whole duration of the bomb.&lt;br /&gt;
If he presses the bomb button while using laser, the bomb will take the form of a big laser that will deal a lot of damage to anything in front of the player ship. The bullets are canceled (but no star items in this case) just at the moment the bomb button is pressed (but they will keep spawning during the bomb).&lt;br /&gt;
In both case, the player is invulnerable during the whole duration of the bomb.&lt;br /&gt;
&lt;br /&gt;
Bombs items are pretty rare in the game. After the player destroys the ship that carries them, they stay on the screen for a while, following a predictable rectangular movement then they disappear from the screen after a while&lt;br /&gt;
If a bomb is collected while the stock is already full, instead of seeing the number of bomb displayed, the player will see the message : “maximum”. Which means that, for every frame outside of boss fight, he will earn bonus points while this message is displayed. For each life lost and bomb used, this bonus decrease, so to maximize the score, it is best not to die and bomb at all if possible. This bonus becomes much more important in the second loop.&lt;br /&gt;
&lt;br /&gt;
===Chaining===&lt;br /&gt;
Chaining is the most important part of Daioujou scoring system. Whether the player preserves or breaks his chain is determined by the chain gauge. Every time an enemy is killed, the chain gauge will go up, else it will go down at a constant speed. If it goes all the way down, the chain breaks.&lt;br /&gt;
If an enemy is killed with shot, the  chain gauge is filled completely but if an enemy is killed with the laser, the chain gauge will only be filled up to 50%. But holding the laser on a big enemy can preserve the chain.  In this case, instead of going down, the chaining gauge will stay at 25%.&lt;br /&gt;
As in the previous DonPachi games, scoring in Daioujou is all about achieving and properly maintaining a high combo chain. As the point value of the enemies you destroy and some items you collect are multiplied by the current chain counter. &lt;br /&gt;
&lt;br /&gt;
===Bee item===&lt;br /&gt;
Bees play an important role in DaiOuJou, and are worth 1,000 points multiplied by the number of hits in the current combo chain. Uncovering a bee item with the Laser will add a HIT to the current chain counter, and  it will refill the chain gauge by 50%. If a player can collect all ten bee items in a stage without dying, the last item will have an additional x2 multiplier. Collecting all the bee items in a stage will also increase their default value by 1,000 for every subsequent stage. Collecting every bee item in both loops without dying outside of boss fights will cause the bee items to be worth 10,000 points each in the final stage! &lt;br /&gt;
The player can fill the Hyper Gauge by collecting a bee item while having at least a 20-HIT chain. &lt;br /&gt;
&lt;br /&gt;
In Black Label, collecting a bee item with a 20 to 39 hit chain will fill 3% of the Hyper Gauge, having a 40 to 59 HIT chain will give 6%, and so on until the player has a 200+ HIT chain, which fills 30% of the Hyper Gauge. &lt;br /&gt;
&lt;br /&gt;
However, collecting a bee item while in Hyper Mode won’t give any hyper gauge. That’s why, at many points in the game, it is better to collect the bees before activating the hyper mode, or just after the hyper ends.&lt;br /&gt;
&lt;br /&gt;
===Hyper item===&lt;br /&gt;
This is an addition to the series. A hyper meter is incorporated into the upper-left status display and is filled by chaining, collecting bees, and dying, amongst other things. When the meter is filled, a hyper item falls from the top of the screen, unless the player is currently in a boss battle. A player can hold up to 5 hyper items at any one time.&lt;br /&gt;
&lt;br /&gt;
When a hyper is activated, all hyper items are used at once with an effect proportional to the amount of hypers consumed. A hyper causes the player's fighter to be invincible for a short while (90 frames of invulnerability), and amplifies the powers of both normal fire and the laser. Once the timer runs out the player's ship returns to normal. As a side effect, all enemy bullets move faster when the hyper is activated, increasing the &amp;quot;RANK&amp;quot; difficulty level of the game, until a bomb is used during hyper mode or when the player's ship is destroyed. This effect does not disappear when the hyper wears off. Using a bomb during a hyper will end it immediately; dying causes the player to lose all in-stock hyper items. Using a hyper while there is an uncollected hyper item will transform it into a large star (which gives 10.000 points).&lt;br /&gt;
&lt;br /&gt;
''How to get hypers :''&lt;br /&gt;
In order to get an hyper, the player need to fill the hyper gauge. When the hyper gauge is full, an hyper medal  should drop from the top of the screen but there are some exceptions :&lt;br /&gt;
* If the hyper gauge is filled when the hyper mode is still active, the hyper medal won’t drop. Instead, the player will get an hyper cancel.&lt;br /&gt;
* During a boss fight if there is at least one bomb in stock. To make an hyper drop during a boss fight, the player can fill an hyper gauge without any bomb in stock, use all the remaining bombs or die during hyper mode without any bomb in stock if he has at least 1 full hyper gauge.&lt;br /&gt;
&lt;br /&gt;
When the player fills an hyper gauge but is in one of the two situations mentioned before, instead of making an hyper drop, he will get an hyper cancel. All the bullets on the screen disappear at the very moment the hyper gauge is filled. This can be especially useful on some stage sections and boss fight.&lt;br /&gt;
&lt;br /&gt;
''Hyper item properties :'' &lt;br /&gt;
Once they appear from the top of the screen, if the player does not pick them up, they will slowly go down until they hit the bottom of the screen and then they will go up until they exit the screen by the top. &lt;br /&gt;
If the player activates an hyper while there is an hyper item on the screen, the hyper item will turn into a 10 000 points star and this hyper item is “wasted”.&lt;br /&gt;
&lt;br /&gt;
''How to fill the hyper gauge :''&lt;br /&gt;
The hyper gauge can be filled by killing enemies. Killing small enemies with the shot gives more hyper than killing them with the laser. This means it is possible to regulate the speed at which the hyper gauge is filled by deliberately choosing to kill the popcorn enemies with shot or laser.&lt;br /&gt;
It is also possible to gain hyper by using the laser on big enemies and bosses, it gives even more hyper by pointblanking them because the aura is also touching them (note : pointblanking can also give more hits). This means it is also possible to regulate the speed at which the hyper gauge is filled during boss fights by dealing damage with the shot instead of the laser for example.&lt;br /&gt;
Losing a life fills 25% of a full Hyper Gauge (to be verified for White Label)&lt;br /&gt;
The final way to fill the Hyper Gauge is to collect a bee with at least a 20-HIT chain (see the “Bees” paragraph)&lt;br /&gt;
&lt;br /&gt;
Important note : &lt;br /&gt;
When the hyper gauge is filled by collecting a bee or dying, there is no leftover. &lt;br /&gt;
For example, in Black Label if the hyper gauge is filled at 80% and the players grabs a bee with a 700-HIT combo chain, he should get 30% of hyper gauge, but in this case, he will fill the hyper gauge, make an hyper item drop and start the new gauge at 0%. Which means he only gained 20% of hyper gauge.&lt;br /&gt;
&lt;br /&gt;
===Rank===&lt;br /&gt;
DoDonPachi DaiOuJou has a hidden ranking system, one that makes the game harder as the rank increases. Rank is increased by using Hypers, and the amount it increases is proportional to the level of the hyper used. Rank can only be decreased by bombing during hyper mode or losing a life.&lt;br /&gt;
&lt;br /&gt;
===Star and Medal items===&lt;br /&gt;
The star and medal items are pretty much worthless in comparison to the other aspects of the scoring system.&lt;br /&gt;
&lt;br /&gt;
Picked up during stage gameplay&lt;br /&gt;
small star = 500 pts&lt;br /&gt;
small medal = 500 pts&lt;br /&gt;
Big star = 10 000 pts&lt;br /&gt;
Big medal = 10 000 pts&lt;br /&gt;
&lt;br /&gt;
Stars attracted during hyper cancels are worth 500pts/star. &lt;br /&gt;
&lt;br /&gt;
===End-stage Bonus===&lt;br /&gt;
If no-miss : take into account all the stars and medals collected only during this stage, If one or more deaths (during the stage or boss) : take into account the stars and medals collected since the last death.&lt;br /&gt;
&lt;br /&gt;
Nb of stars  X 1000 pts&lt;br /&gt;
&lt;br /&gt;
Nb of medals X 2000 pts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOSS HIT BONUS&lt;br /&gt;
&lt;br /&gt;
Stage 1 : 300 000 + 1,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 2 : 400 000 + 2 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 3 : 500 000 + 2,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 4 : 600 000 + 3 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 5 : 700 000 + 3,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Always true, no matter how many deaths during stage section or boss fight.&lt;br /&gt;
Stage 1-1 and 2-1 BOSS HITS BONUS is counted the same way, same for 1-2 and 2-2, 1-3 and 2-3, ...&lt;br /&gt;
&lt;br /&gt;
''Funny detail :''&lt;br /&gt;
The scrolling of the BOSS HIT BONUS is not synchronized with the reverse scrolling of the HITS.&lt;br /&gt;
&lt;br /&gt;
==Plot==&lt;br /&gt;
===Synopsis===&lt;br /&gt;
Centuries have passed since the [[DoDonPachi | catastrophic war]] that almost cost the human race its complete annihilation at the hands of the deranged Colonel Schwarlitz Longhener, leader of the DonPachi Corps: a military squad of starfighter pilots known for their combat prowess and emotional detachment (as a result of the inhuman training they are subjected to - the [[DonPachi | first game]] being a prime example of it, with the trainee actually slaughtering comrades posing as the enemy); whatever remained of his genocidal army was gathered, transported to the Moon and sealed within a network of caves, left to rot away as the nightmares faded into legend.&lt;br /&gt;
&lt;br /&gt;
The human race flourished again, to the point of colonizing the Moon itself, the megacity of Lunapolis being the hub of human activity on lunar soil. However, as time passed, the dormant machines reawakened, rebuilt, evolved: the caverns of the planet swarmed with all sorts of advanced war machines, and automated production facilities, at their core a heavily guarded platform where the ultimate fighting machine of the past, the mechanical bee Hibachi (this time named 緋蜂, lit. &amp;quot;Scarlet Bee&amp;quot;), was slowly being rebuilt. Still following their original programming, the machines broke the seal, invading the surface and quickly seizing control of the almost defenseless Lunapolis, its streets and facilities now completely overtaken and littered with heavy artillery emplacements.&lt;br /&gt;
&lt;br /&gt;
With little time to spare, the DonPachi Corps are reactivated, with enough time to build only two fighters; nevertheless, to each was bestowed the assistance of an Element Doll, highly evolved sentient droids (apparently widespread in human society by then, and treated as little more than slaves) capable of providing tactical data and enhancing the craft's own capabilities. Knowing that the mission is plausibly suicidal, the two attack ships are deployed on the Moon surface, just outside Lunapolis, alone against a ruthless army of machines with a single objective; killing. &lt;br /&gt;
&lt;br /&gt;
===Ending===&lt;br /&gt;
&lt;br /&gt;
The game's ending reveals, in a chilling twist, that the Element Dolls are, in truth, cybernetic beings built by forcefully turning human beings into servants, laborers and soldiers, their minds and wills rewritten and bent to the whim of Earth's upper class. Then, a Doll-specific coda is shown:&lt;br /&gt;
&lt;br /&gt;
* '''Shotia:''' Interfacing with the enemy's computer network and forcibly shutting it down, Shotia is finally pulled out of the fighter jet by her pilot, who has come to grow feelings for the biomechanical soldier. As he holds her however, her mind is overcome by a virus hidden in Hibachi's mainframe and slowly deteriorates, each memory being deleted until, at last, tears accompany the Doll's final ones, those of her in her human days, before being abducted and converted. With a smile, Shotia dies.&lt;br /&gt;
* '''Leinyan:''' Having finally destroyed the devilish war machine Hibachi and ensuing the collapse of the enemy's computer network, the fighter plane returns to base, the pilot's mission completed. However, Leinyan rebels against her masters, having fallen in love with her pilot, who is forced to watch helplessly as she is dragged away, deactivated and her body dissected for research. In an atypical subversion of the series' dark endings, the Doll's consciousness takes control of the laboratory's systems, escaping into cyberspace and, finally, reuniting with her lover.&lt;br /&gt;
* '''EXY:''' In a desperate attempt to shut down the enemy's computer network, EXY interfaces with it and delves within the massive data stream with her own consciousness. The attempt is successful, however the information flow drives her mad (it is implied that she discovered Colonel Schwarlitz Longhener's involvement and betrayal), who ultimately breaks free from the fighter's armor and, in a fit of blind rage, chokes the pilot and slaughters the accompanying infantry escort. This, along with the deranged realization that mankind is the one true enemy to defeat, ultimately leads to the events depicted in [[DoDonPachi DaiFukkatsu | Dai-Fukkatsu]].&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
===Black Label===&lt;br /&gt;
This variant was a limited edition release. The arcade board includes the original and Black Label games, which can be selected during boot time. The Black Label game can be identified by the black title screen. After the release of the Black label, the original version is called as White Label, particularly for clarification.&lt;br /&gt;
&lt;br /&gt;
Changes in Black Label include:&lt;br /&gt;
&lt;br /&gt;
* The player can select 1 Loop Mode or 2 Loop Mode at the beginning of the game, after selecting a battle fighter and Element Doll. In 2 Loop Mode, after completing stage 1–5, the player now has the option to play the second loop as before, but in 1 Loop Mode, the player immediately fights Hibachi after defeating the normal final stage boss.&lt;br /&gt;
* The player is no longer reduced to only one life when entering the 2nd loop.&lt;br /&gt;
* The player can continue should he/she lose all his/her lives in the 2nd loop by inserting more coins and pressing START (and a second player can join in), up until he/she reaches the true final stage.&lt;br /&gt;
* The game is easier in general. The enemy bullets are fewer and move slower, but the changes are subtle.&lt;br /&gt;
* The Hyper Meter fills faster than in the original.&lt;br /&gt;
* Some bug fixes. The chain meter now has 5 digits, so it no longer rolls over if it reaches 9,999 hits. (In the original version, the chain meter counts internally correct, but displays only lower 4 digits.)&lt;br /&gt;
* Both weapons are lowered by only one level upon respawning for all types when in the 2nd loop.&lt;br /&gt;
&lt;br /&gt;
A prototype export/overseas version of the Black Label edition named DoDonPachi III was discovered in 2016.&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:Hyper system mechanic]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Juju Kenobi</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiOuJou&amp;diff=13841</id>
		<title>DoDonPachi DaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiOuJou&amp;diff=13841"/>
		<updated>2021-12-28T13:27:02Z</updated>

		<summary type="html">&lt;p&gt;Juju Kenobi: /* Hitbox */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== DoDonPachi DaiOuJou (&amp;quot;Blissful Death&amp;quot;) ==&lt;br /&gt;
&lt;br /&gt;
'''''DoDonPachi DaiOuJou''''' (JP: 怒首領蜂 大往生, abbreviated: '''DOJ''', iOS/Android: '''''DoDonPachi Blissful Death''''') is the fourth entry in the [[:Category:DonPachi series|DonPachi series]] of shoot-em-ups (the third developed by [[CAVE]]). It is one of the most well-regarded games in CAVE's catalog of shooters. DOJ introduced the '''[[Hyper System]]''' to the series, which allowed the player to give all of their firepower an enormous boost in strength, in exchange for increased game difficulty.&lt;br /&gt;
&lt;br /&gt;
There are two versions of ''DoDonPachi DaiOuJou'' that were released to the arcades; ''White Label'' and ''Black Label''. ''White Label'' is the original release of the game, and ''Black Label'' is a sort of &amp;quot;revised&amp;quot; version of the game featuring an easier first loop, and a more difficult second loop, as well as the option to select between a one-loop or two-loop game. ''Black Label'' also contains a selection of mechanics adjustments and bug fixes. When differentiating between the two, people abbreviate the game as &amp;quot;DOJ WL&amp;quot; for White Label and &amp;quot;DOJ BL&amp;quot; for Black Label.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
===Overview===&lt;br /&gt;
The controls in DaiOuJou are identical to the previous games in the series. The joystick (or controller on the PS2 version) moves the ship. Tapping button 1 fires standard shots, and holding button 1 fires the laser weapon. Pressing button 2 activates a hyper if one is available, or uses a bomb if no hypers are in stock. If the laser is active the bomb is an amplification of the laser weapon; otherwise it is an explosion that covers the screen. In all cases the player becomes invincible for a short period. There is also an option to enable button 3, which automatically fires only the standard shots, otherwise known as &amp;quot;auto(matic) fire&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
DaiOuJou follows the conventions of the previous game with only a few changes. The chaining system is intact and works in much the same way. Causing an enemy to explode fills a meter, and every enemy destroyed before the meter depletes adds to the current chain and again refills the meter. Holding the laser weapon over a large enemy will hold the meter steady and slowly accumulate hits. In this way it is possible to create a single chain out of any of the 5 stages.&lt;br /&gt;
&lt;br /&gt;
===Fighters===&lt;br /&gt;
* TYPE-A: High speed, fires front concentration shots&lt;br /&gt;
* TYPE-B: Low speed, fires wide front area shots&lt;br /&gt;
===Element Dolls===&lt;br /&gt;
The selection of Element Dolls is similar to the selection of Shot or Laser variants in DoDonPachi. A doll is chosen after a fighter type is selected. &lt;br /&gt;
* DFSD-010 SHOTIA: Increases shot power, 3 bombs (max 6)&lt;br /&gt;
* DFSD-014 LEINYAN: Increases laser power, 2 bombs (max 4)&lt;br /&gt;
* FSD-002 EXY: Increases shot and laser powers, 1 bomb (max 2)&lt;br /&gt;
When the player loses a life, the revived fighter's enhanced weapon is reduced in power by one level, while the non-enhanced weapon's power is reduced to its lowest level. In the case of Expert type, both weapons are lowered by only one level upon death. Also, a player's maximum bomb capacity may be increased after respawning.&lt;br /&gt;
&lt;br /&gt;
===Hitbox===&lt;br /&gt;
Here are the position and size of the hitbox depending of the ship&lt;br /&gt;
&lt;br /&gt;
[[File:HitboxDOJ.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
These are the actual hitbox dimensions (y,y,x,x)in hexadecimal values (64 subpixels = 1 pixel) :&lt;br /&gt;
Type A WL: 0x100, 0xc0, 0xc0, 0xc0 (rectangle 7x6 pixels) &lt;br /&gt;
Type B WL: 0xc0, 0x100, 0xc0, 0xc0 (rectangle 7x6 pixels) &lt;br /&gt;
Type A BL: 0x80,0x100,0x80,0x80 (rectangle 6x4 pixels) &lt;br /&gt;
Type B BL: 0x100,0x80,0x80,0x80 (rectangle 6x4 pixels) &lt;br /&gt;
&lt;br /&gt;
When moving to the side, the hitbox is slightly thinner&lt;br /&gt;
&lt;br /&gt;
===Stages===&lt;br /&gt;
There are 5 stages per loop. The second loop becomes available if the player completes the first loop and satisfies one of the following requirements:&lt;br /&gt;
&lt;br /&gt;
* Loses at most 2 lives&lt;br /&gt;
* Uses at most 3 bombs&lt;br /&gt;
* Collects all 10 bees in at least 3 stages. The bees in each stage must be collected without dying before the boss (basically, collect the &amp;quot;2x bee&amp;quot; in at least 3 stages).&lt;br /&gt;
* (White Label Only) When finishing the first 5 stages with more than 350 million&lt;br /&gt;
&lt;br /&gt;
If the player then defeats the regular stage 2-5 boss, the true final boss of the game, Hibachi, appears.&lt;br /&gt;
&lt;br /&gt;
===Extends===&lt;br /&gt;
On default settings, the player starts with 2 extends. &lt;br /&gt;
There are 2 scoring based extends, one at 10 million, the other one at 30 million for the White Label version, one at 20 million, the other one at 50 million for the Black Label version.&lt;br /&gt;
There is one hidden extend in stage 4, if the player destroy both side parts of the midboss before destroying the central part (the central part must not be destroyed by a bomb), a 1-up item will appear. The player need to grab this item to get the extend. &lt;br /&gt;
It is possible to get this hidden extend in both loops.&lt;br /&gt;
The player can get more extends during the 2nd loop under some conditions : &lt;br /&gt;
* In White Label, every time the player clears a stage without bombing or without dying (or both), he will get an extend during the transition to the next stage.&lt;br /&gt;
* In Black Label, if the player starts a stage of the second loop without any extends, if he clears the stage without dying, he will be awarded an extend during the transition to the next stage. If the player picks up the hidden extend during stage 2-4, this will not work.&lt;br /&gt;
&lt;br /&gt;
===Bombs===&lt;br /&gt;
Depending on which ship the player choose and how many lives were lost, he is given a certain number of bombs. &lt;br /&gt;
At the start of the game, the player will have :&lt;br /&gt;
* 3 bombs for Shot type&lt;br /&gt;
* 2 bombs for Laser type&lt;br /&gt;
* 1 bomb for Expert type&lt;br /&gt;
Then if the player dies, he will have a full bomb stock and an additional bomb unless he died while being in hyper mode or if he already had the maximum bomb stock on his previous life. The maximum bomb stock is :&lt;br /&gt;
* 6 bombs for Shot type &lt;br /&gt;
* 4 bombs for Laser type&lt;br /&gt;
* 2 bombs for Expert type&lt;br /&gt;
&lt;br /&gt;
Whether the player is pressing the bomb button while using shot or laser, the bomb will be different.&lt;br /&gt;
If he presses the bomb button while using shot, the bomb will take the form of a big explosion that will clear all the small enemies. All the bullets are canceled and turn into star items at the moment of the explosion and bullets don’t spawn during the whole duration of the bomb.&lt;br /&gt;
If he presses the bomb button while using laser, the bomb will take the form of a big laser that will deal a lot of damage to anything in front of the player ship. The bullets are canceled (but no star items in this case) just at the moment the bomb button is pressed (but they will keep spawning during the bomb).&lt;br /&gt;
In both case, the player is invulnerable during the whole duration of the bomb.&lt;br /&gt;
&lt;br /&gt;
Bombs items are pretty rare in the game. After the player destroys the ship that carries them, they stay on the screen for a while, following a predictable rectangular movement then they disappear from the screen after a while&lt;br /&gt;
If a bomb is collected while the stock is already full, instead of seeing the number of bomb displayed, the player will see the message : “maximum”. Which means that, for every frame outside of boss fight, he will earn bonus points while this message is displayed. For each life lost and bomb used, this bonus decrease, so to maximize the score, it is best not to die and bomb at all if possible. This bonus becomes much more important in the second loop.&lt;br /&gt;
&lt;br /&gt;
===Chaining===&lt;br /&gt;
Chaining is the most important part of Daioujou scoring system. Whether the player preserves or breaks his chain is determined by the chain gauge. Every time an enemy is killed, the chain gauge will go up, else it will go down at a constant speed. If it goes all the way down, the chain breaks.&lt;br /&gt;
If an enemy is killed with shot, the  chain gauge is filled completely but if an enemy is killed with the laser, the chain gauge will only be filled up to 50%. But holding the laser on a big enemy can preserve the chain.  In this case, instead of going down, the chaining gauge will stay at 25%.&lt;br /&gt;
As in the previous DonPachi games, scoring in Daioujou is all about achieving and properly maintaining a high combo chain. As the point value of the enemies you destroy and some items you collect are multiplied by the current chain counter. &lt;br /&gt;
&lt;br /&gt;
===Bee item===&lt;br /&gt;
Bees play an important role in DaiOuJou, and are worth 1,000 points multiplied by the number of hits in the current combo chain. Uncovering a bee item with the Laser will add a HIT to the current chain counter, and  it will refill the chain gauge by 50%. If a player can collect all ten bee items in a stage without dying, the last item will have an additional x2 multiplier. Collecting all the bee items in a stage will also increase their default value by 1,000 for every subsequent stage. Collecting every bee item in both loops without dying outside of boss fights will cause the bee items to be worth 10,000 points each in the final stage! &lt;br /&gt;
The player can fill the Hyper Gauge by collecting a bee item while having at least a 20-HIT chain. &lt;br /&gt;
&lt;br /&gt;
In Black Label, collecting a bee item with a 20 to 39 hit chain will fill 3% of the Hyper Gauge, having a 40 to 59 HIT chain will give 6%, and so on until the player has a 200+ HIT chain, which fills 30% of the Hyper Gauge. &lt;br /&gt;
&lt;br /&gt;
However, collecting a bee item while in Hyper Mode won’t give any hyper gauge. That’s why, at many points in the game, it is better to collect the bees before activating the hyper mode, or just after the hyper ends.&lt;br /&gt;
&lt;br /&gt;
===Hyper item===&lt;br /&gt;
This is an addition to the series. A hyper meter is incorporated into the upper-left status display and is filled by chaining, collecting bees, and dying, amongst other things. When the meter is filled, a hyper item falls from the top of the screen, unless the player is currently in a boss battle. A player can hold up to 5 hyper items at any one time.&lt;br /&gt;
&lt;br /&gt;
When a hyper is activated, all hyper items are used at once with an effect proportional to the amount of hypers consumed. A hyper causes the player's fighter to be invincible for a short while (90 frames of invulnerability), and amplifies the powers of both normal fire and the laser. Once the timer runs out the player's ship returns to normal. As a side effect, all enemy bullets move faster when the hyper is activated, increasing the &amp;quot;RANK&amp;quot; difficulty level of the game, until a bomb is used during hyper mode or when the player's ship is destroyed. This effect does not disappear when the hyper wears off. Using a bomb during a hyper will end it immediately; dying causes the player to lose all in-stock hyper items. Using a hyper while there is an uncollected hyper item will transform it into a large star (which gives 10.000 points).&lt;br /&gt;
&lt;br /&gt;
''How to get hypers :''&lt;br /&gt;
In order to get an hyper, the player need to fill the hyper gauge. When the hyper gauge is full, an hyper medal  should drop from the top of the screen but there are some exceptions :&lt;br /&gt;
* If the hyper gauge is filled when the hyper mode is still active, the hyper medal won’t drop. Instead, the player will get an hyper cancel.&lt;br /&gt;
* During a boss fight if there is at least one bomb in stock. To make an hyper drop during a boss fight, the player can fill an hyper gauge without any bomb in stock, use all the remaining bombs or die during hyper mode without any bomb in stock if he has at least 1 full hyper gauge.&lt;br /&gt;
&lt;br /&gt;
When the player fills an hyper gauge but is in one of the two situations mentioned before, instead of making an hyper drop, he will get an hyper cancel. All the bullets on the screen disappear at the very moment the hyper gauge is filled. This can be especially useful on some stage sections and boss fight.&lt;br /&gt;
&lt;br /&gt;
''Hyper item properties :'' &lt;br /&gt;
Once they appear from the top of the screen, if the player does not pick them up, they will slowly go down until they hit the bottom of the screen and then they will go up until they exit the screen by the top. &lt;br /&gt;
If the player activates an hyper while there is an hyper item on the screen, the hyper item will turn into a 10 000 points star and this hyper item is “wasted”.&lt;br /&gt;
&lt;br /&gt;
''How to fill the hyper gauge :''&lt;br /&gt;
The hyper gauge can be filled by killing enemies. Killing small enemies with the shot gives more hyper than killing them with the laser. This means it is possible to regulate the speed at which the hyper gauge is filled by deliberately choosing to kill the popcorn enemies with shot or laser.&lt;br /&gt;
It is also possible to gain hyper by using the laser on big enemies and bosses, it gives even more hyper by pointblanking them because the aura is also touching them (note : pointblanking can also give more hits). This means it is also possible to regulate the speed at which the hyper gauge is filled during boss fights by dealing damage with the shot instead of the laser for example.&lt;br /&gt;
Losing a life fills 25% of a full Hyper Gauge (to be verified for White Label)&lt;br /&gt;
The final way to fill the Hyper Gauge is to collect a bee with at least a 20-HIT chain (see the “Bees” paragraph)&lt;br /&gt;
&lt;br /&gt;
Important note : &lt;br /&gt;
When the hyper gauge is filled by collecting a bee or dying, there is no leftover. &lt;br /&gt;
For example, in Black Label if the hyper gauge is filled at 80% and the players grabs a bee with a 700-HIT combo chain, he should get 30% of hyper gauge, but in this case, he will fill the hyper gauge, make an hyper item drop and start the new gauge at 0%. Which means he only gained 20% of hyper gauge.&lt;br /&gt;
&lt;br /&gt;
===Rank===&lt;br /&gt;
DoDonPachi DaiOuJou has a hidden ranking system, one that makes the game harder as the rank increases. Rank is increased by using Hypers, and the amount it increases is proportional to the level of the hyper used. Rank can only be decreased by bombing during hyper mode or losing a life.&lt;br /&gt;
&lt;br /&gt;
===Star and Medal items===&lt;br /&gt;
The star and medal items are pretty much worthless in comparison to the other aspects of the scoring system.&lt;br /&gt;
&lt;br /&gt;
Picked up during stage gameplay&lt;br /&gt;
small star = 500 pts&lt;br /&gt;
small medal = 500 pts&lt;br /&gt;
Big star = 10 000 pts&lt;br /&gt;
Big medal = 10 000 pts&lt;br /&gt;
&lt;br /&gt;
Stars attracted during hyper cancels are worth 500pts/star. &lt;br /&gt;
&lt;br /&gt;
===End-stage Bonus===&lt;br /&gt;
If no-miss : take into account all the stars and medals collected only during this stage, If one or more deaths (during the stage or boss) : take into account the stars and medals collected since the last death.&lt;br /&gt;
&lt;br /&gt;
Nb of stars  X 1000 pts&lt;br /&gt;
&lt;br /&gt;
Nb of medals X 2000 pts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOSS HIT BONUS&lt;br /&gt;
&lt;br /&gt;
Stage 1 : 300 000 + 1,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 2 : 400 000 + 2 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 3 : 500 000 + 2,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 4 : 600 000 + 3 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 5 : 700 000 + 3,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Always true, no matter how many deaths during stage section or boss fight.&lt;br /&gt;
Stage 1-1 and 2-1 BOSS HITS BONUS is counted the same way, same for 1-2 and 2-2, 1-3 and 2-3, ...&lt;br /&gt;
&lt;br /&gt;
''Funny detail :''&lt;br /&gt;
The scrolling of the BOSS HIT BONUS is not synchronized with the reverse scrolling of the HITS.&lt;br /&gt;
&lt;br /&gt;
==Plot==&lt;br /&gt;
===Synopsis===&lt;br /&gt;
Centuries have passed since the [[DoDonPachi | catastrophic war]] that almost cost the human race its complete annihilation at the hands of the deranged Colonel Schwarlitz Longhener, leader of the DonPachi Corps: a military squad of starfighter pilots known for their combat prowess and emotional detachment (as a result of the inhuman training they are subjected to - the [[DonPachi | first game]] being a prime example of it, with the trainee actually slaughtering comrades posing as the enemy); whatever remained of his genocidal army was gathered, transported to the Moon and sealed within a network of caves, left to rot away as the nightmares faded into legend.&lt;br /&gt;
&lt;br /&gt;
The human race flourished again, to the point of colonizing the Moon itself, the megacity of Lunapolis being the hub of human activity on lunar soil. However, as time passed, the dormant machines reawakened, rebuilt, evolved: the caverns of the planet swarmed with all sorts of advanced war machines, and automated production facilities, at their core a heavily guarded platform where the ultimate fighting machine of the past, the mechanical bee Hibachi (this time named 緋蜂, lit. &amp;quot;Scarlet Bee&amp;quot;), was slowly being rebuilt. Still following their original programming, the machines broke the seal, invading the surface and quickly seizing control of the almost defenseless Lunapolis, its streets and facilities now completely overtaken and littered with heavy artillery emplacements.&lt;br /&gt;
&lt;br /&gt;
With little time to spare, the DonPachi Corps are reactivated, with enough time to build only two fighters; nevertheless, to each was bestowed the assistance of an Element Doll, highly evolved sentient droids (apparently widespread in human society by then, and treated as little more than slaves) capable of providing tactical data and enhancing the craft's own capabilities. Knowing that the mission is plausibly suicidal, the two attack ships are deployed on the Moon surface, just outside Lunapolis, alone against a ruthless army of machines with a single objective; killing. &lt;br /&gt;
&lt;br /&gt;
===Ending===&lt;br /&gt;
&lt;br /&gt;
The game's ending reveals, in a chilling twist, that the Element Dolls are, in truth, cybernetic beings built by forcefully turning human beings into servants, laborers and soldiers, their minds and wills rewritten and bent to the whim of Earth's upper class. Then, a Doll-specific coda is shown:&lt;br /&gt;
&lt;br /&gt;
* '''Shotia:''' Interfacing with the enemy's computer network and forcibly shutting it down, Shotia is finally pulled out of the fighter jet by her pilot, who has come to grow feelings for the biomechanical soldier. As he holds her however, her mind is overcome by a virus hidden in Hibachi's mainframe and slowly deteriorates, each memory being deleted until, at last, tears accompany the Doll's final ones, those of her in her human days, before being abducted and converted. With a smile, Shotia dies.&lt;br /&gt;
* '''Leinyan:''' Having finally destroyed the devilish war machine Hibachi and ensuing the collapse of the enemy's computer network, the fighter plane returns to base, the pilot's mission completed. However, Leinyan rebels against her masters, having fallen in love with her pilot, who is forced to watch helplessly as she is dragged away, deactivated and her body dissected for research. In an atypical subversion of the series' dark endings, the Doll's consciousness takes control of the laboratory's systems, escaping into cyberspace and, finally, reuniting with her lover.&lt;br /&gt;
* '''EXY:''' In a desperate attempt to shut down the enemy's computer network, EXY interfaces with it and delves within the massive data stream with her own consciousness. The attempt is successful, however the information flow drives her mad (it is implied that she discovered Colonel Schwarlitz Longhener's involvement and betrayal), who ultimately breaks free from the fighter's armor and, in a fit of blind rage, chokes the pilot and slaughters the accompanying infantry escort. This, along with the deranged realization that mankind is the one true enemy to defeat, ultimately leads to the events depicted in [[DoDonPachi DaiFukkatsu | Dai-Fukkatsu]].&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
===Black Label===&lt;br /&gt;
This variant was a limited edition release. The arcade board includes the original and Black Label games, which can be selected during boot time. The Black Label game can be identified by the black title screen. After the release of the Black label, the original version is called as White Label, particularly for clarification.&lt;br /&gt;
&lt;br /&gt;
Changes in Black Label include:&lt;br /&gt;
&lt;br /&gt;
* The player can select 1 Loop Mode or 2 Loop Mode at the beginning of the game, after selecting a battle fighter and Element Doll. In 2 Loop Mode, after completing stage 1–5, the player now has the option to play the second loop as before, but in 1 Loop Mode, the player immediately fights Hibachi after defeating the normal final stage boss.&lt;br /&gt;
* The player is no longer reduced to only one life when entering the 2nd loop.&lt;br /&gt;
* The player can continue should he/she lose all his/her lives in the 2nd loop by inserting more coins and pressing START (and a second player can join in), up until he/she reaches the true final stage.&lt;br /&gt;
* The game is easier in general. The enemy bullets are fewer and move slower, but the changes are subtle.&lt;br /&gt;
* The Hyper Meter fills faster than in the original.&lt;br /&gt;
* Some bug fixes. The chain meter now has 5 digits, so it no longer rolls over if it reaches 9,999 hits. (In the original version, the chain meter counts internally correct, but displays only lower 4 digits.)&lt;br /&gt;
* Both weapons are lowered by only one level upon respawning for all types when in the 2nd loop.&lt;br /&gt;
&lt;br /&gt;
A prototype export/overseas version of the Black Label edition named DoDonPachi III was discovered in 2016.&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:Hyper system mechanic]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Juju Kenobi</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:HitboxDOJ.png&amp;diff=13840</id>
		<title>File:HitboxDOJ.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:HitboxDOJ.png&amp;diff=13840"/>
		<updated>2021-12-28T13:21:00Z</updated>

		<summary type="html">&lt;p&gt;Juju Kenobi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The position of the hitbox for each ship/version in Daioujou&lt;/div&gt;</summary>
		<author><name>Juju Kenobi</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiOuJou&amp;diff=10094</id>
		<title>DoDonPachi DaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiOuJou&amp;diff=10094"/>
		<updated>2021-05-24T14:51:01Z</updated>

		<summary type="html">&lt;p&gt;Juju Kenobi: /* Hyper item */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== DoDonPachi DaiOuJou (&amp;quot;Blissful Death&amp;quot;) ==&lt;br /&gt;
&lt;br /&gt;
'''''DoDonPachi DaiOuJou''''' (JP: 怒首領蜂 大往生, abbreviated: '''DOJ''', iOS/Android: '''''DoDonPachi Blissful Death''''') is the fourth entry in the [[:Category:DonPachi series|DonPachi series]] of shoot-em-ups (the third developed by [[CAVE]]). It is one of the most well-regarded games in CAVE's catalog of shooters. DOJ introduced the '''[[Hyper System]]''' to the series, which allowed the player to give all of their firepower an enormous boost in strength, in exchange for increased game difficulty.&lt;br /&gt;
&lt;br /&gt;
There are two versions of ''DoDonPachi DaiOuJou'' that were released to the arcades; ''White Label'' and ''Black Label''. ''White Label'' is the original release of the game, and ''Black Label'' is a sort of &amp;quot;revised&amp;quot; version of the game featuring an easier first loop, and a more difficult second loop, as well as the option to select between a one-loop or two-loop game. ''Black Label'' also contains a selection of mechanics adjustments and bug fixes. When differentiating between the two, people abbreviate the game as &amp;quot;DOJ WL&amp;quot; for White Label and &amp;quot;DOJ BL&amp;quot; for Black Label.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
===Overview===&lt;br /&gt;
The controls in DaiOuJou are identical to the previous games in the series. The joystick (or controller on the PS2 version) moves the ship. Tapping button 1 fires standard shots, and holding button 1 fires the laser weapon. Pressing button 2 activates a hyper if one is available, or uses a bomb if no hypers are in stock. If the laser is active the bomb is an amplification of the laser weapon; otherwise it is an explosion that covers the screen. In all cases the player becomes invincible for a short period. There is also an option to enable button 3, which automatically fires only the standard shots, otherwise known as &amp;quot;auto(matic) fire&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
DaiOuJou follows the conventions of the previous game with only a few changes. The chaining system is intact and works in much the same way. Causing an enemy to explode fills a meter, and every enemy destroyed before the meter depletes adds to the current chain and again refills the meter. Holding the laser weapon over a large enemy will hold the meter steady and slowly accumulate hits. In this way it is possible to create a single chain out of any of the 5 stages.&lt;br /&gt;
&lt;br /&gt;
===Fighters===&lt;br /&gt;
* TYPE-A: High speed, fires front concentration shots&lt;br /&gt;
* TYPE-B: Low speed, fires wide front area shots&lt;br /&gt;
===Element Dolls===&lt;br /&gt;
The selection of Element Dolls is similar to the selection of Shot or Laser variants in DoDonPachi. A doll is chosen after a fighter type is selected. &lt;br /&gt;
* DFSD-010 SHOTIA: Increases shot power, 3 bombs (max 6)&lt;br /&gt;
* DFSD-014 LEINYAN: Increases laser power, 2 bombs (max 4)&lt;br /&gt;
* FSD-002 EXY: Increases shot and laser powers, 1 bomb (max 2)&lt;br /&gt;
When the player loses a life, the revived fighter's enhanced weapon is reduced in power by one level, while the non-enhanced weapon's power is reduced to its lowest level. In the case of Expert type, both weapons are lowered by only one level upon death. Also, a player's maximum bomb capacity may be increased after respawning.&lt;br /&gt;
&lt;br /&gt;
===Hitbox===&lt;br /&gt;
Here are the position and size of the hitbox depending of the ship&lt;br /&gt;
(find a nice picture for the hitboxes)&lt;br /&gt;
When moving to the side, the hitbox is slightly thinner&lt;br /&gt;
&lt;br /&gt;
===Stages===&lt;br /&gt;
There are 5 stages per loop. The second loop becomes available if the player completes the first loop and satisfies one of the following requirements:&lt;br /&gt;
&lt;br /&gt;
* Loses at most 2 lives&lt;br /&gt;
* Uses at most 3 bombs&lt;br /&gt;
* Collects all 10 bees in at least 3 stages. The bees in each stage must be collected without dying before the boss (basically, collect the &amp;quot;2x bee&amp;quot; in at least 3 stages).&lt;br /&gt;
* (White Label Only) When finishing the first 5 stages with more than 350 million&lt;br /&gt;
&lt;br /&gt;
If the player then defeats the regular stage 2-5 boss, the true final boss of the game, Hibachi, appears.&lt;br /&gt;
&lt;br /&gt;
===Extends===&lt;br /&gt;
On default settings, the player starts with 2 extends. &lt;br /&gt;
There are 2 scoring based extends, one at 10 million, the other one at 30 million for the White Label version, one at 20 million, the other one at 50 million for the Black Label version.&lt;br /&gt;
There is one hidden extend in stage 4, if the player destroy both side parts of the midboss before destroying the central part (the central part must not be destroyed by a bomb), a 1-up item will appear. The player need to grab this item to get the extend. &lt;br /&gt;
It is possible to get this hidden extend in both loops.&lt;br /&gt;
The player can get more extends during the 2nd loop under some conditions : &lt;br /&gt;
* In White Label, every time the player clears a stage without bombing or without dying (or both), he will get an extend during the transition to the next stage.&lt;br /&gt;
* In Black Label, if the player starts a stage of the second loop without any extends, if he clears the stage without dying, he will be awarded an extend during the transition to the next stage. If the player picks up the hidden extend during stage 2-4, this will not work.&lt;br /&gt;
&lt;br /&gt;
===Bombs===&lt;br /&gt;
Depending on which ship the player choose and how many lives were lost, he is given a certain number of bombs. &lt;br /&gt;
At the start of the game, the player will have :&lt;br /&gt;
* 3 bombs for Shot type&lt;br /&gt;
* 2 bombs for Laser type&lt;br /&gt;
* 1 bomb for Expert type&lt;br /&gt;
Then if the player dies, he will have a full bomb stock and an additional bomb unless he died while being in hyper mode or if he already had the maximum bomb stock on his previous life. The maximum bomb stock is :&lt;br /&gt;
* 6 bombs for Shot type &lt;br /&gt;
* 4 bombs for Laser type&lt;br /&gt;
* 2 bombs for Expert type&lt;br /&gt;
&lt;br /&gt;
Whether the player is pressing the bomb button while using shot or laser, the bomb will be different.&lt;br /&gt;
If he presses the bomb button while using shot, the bomb will take the form of a big explosion that will clear all the small enemies. All the bullets are canceled and turn into star items at the moment of the explosion and bullets don’t spawn during the whole duration of the bomb.&lt;br /&gt;
If he presses the bomb button while using laser, the bomb will take the form of a big laser that will deal a lot of damage to anything in front of the player ship. The bullets are canceled (but no star items in this case) just at the moment the bomb button is pressed (but they will keep spawning during the bomb).&lt;br /&gt;
In both case, the player is invulnerable during the whole duration of the bomb.&lt;br /&gt;
&lt;br /&gt;
Bombs items are pretty rare in the game. After the player destroys the ship that carries them, they stay on the screen for a while, following a predictable rectangular movement then they disappear from the screen after a while&lt;br /&gt;
If a bomb is collected while the stock is already full, instead of seeing the number of bomb displayed, the player will see the message : “maximum”. Which means that, for every frame outside of boss fight, he will earn bonus points while this message is displayed. For each life lost and bomb used, this bonus decrease, so to maximize the score, it is best not to die and bomb at all if possible. This bonus becomes much more important in the second loop.&lt;br /&gt;
&lt;br /&gt;
===Chaining===&lt;br /&gt;
Chaining is the most important part of Daioujou scoring system. Whether the player preserves or breaks his chain is determined by the chain gauge. Every time an enemy is killed, the chain gauge will go up, else it will go down at a constant speed. If it goes all the way down, the chain breaks.&lt;br /&gt;
If an enemy is killed with shot, the  chain gauge is filled completely but if an enemy is killed with the laser, the chain gauge will only be filled up to 50%. But holding the laser on a big enemy can preserve the chain.  In this case, instead of going down, the chaining gauge will stay at 25%.&lt;br /&gt;
As in the previous DonPachi games, scoring in Daioujou is all about achieving and properly maintaining a high combo chain. As the point value of the enemies you destroy and some items you collect are multiplied by the current chain counter. &lt;br /&gt;
&lt;br /&gt;
===Bee item===&lt;br /&gt;
Bees play an important role in DaiOuJou, and are worth 1,000 points multiplied by the number of hits in the current combo chain. Uncovering a bee item with the Laser will add a HIT to the current chain counter, and  it will refill the chain gauge by 50%. If a player can collect all ten bee items in a stage without dying, the last item will have an additional x2 multiplier. Collecting all the bee items in a stage will also increase their default value by 1,000 for every subsequent stage. Collecting every bee item in both loops without dying outside of boss fights will cause the bee items to be worth 10,000 points each in the final stage! &lt;br /&gt;
The player can fill the Hyper Gauge by collecting a bee item while having at least a 20-HIT chain. &lt;br /&gt;
&lt;br /&gt;
In Black Label, collecting a bee item with a 20 to 39 hit chain will fill 3% of the Hyper Gauge, having a 40 to 59 HIT chain will give 6%, and so on until the player has a 200+ HIT chain, which fills 30% of the Hyper Gauge. &lt;br /&gt;
&lt;br /&gt;
However, collecting a bee item while in Hyper Mode won’t give any hyper gauge. That’s why, at many points in the game, it is better to collect the bees before activating the hyper mode, or just after the hyper ends.&lt;br /&gt;
&lt;br /&gt;
===Hyper item===&lt;br /&gt;
This is an addition to the series. A hyper meter is incorporated into the upper-left status display and is filled by chaining, collecting bees, and dying, amongst other things. When the meter is filled, a hyper item falls from the top of the screen, unless the player is currently in a boss battle. A player can hold up to 5 hyper items at any one time.&lt;br /&gt;
&lt;br /&gt;
When a hyper is activated, all hyper items are used at once with an effect proportional to the amount of hypers consumed. A hyper causes the player's fighter to be invincible for a short while (90 frames of invulnerability), and amplifies the powers of both normal fire and the laser. Once the timer runs out the player's ship returns to normal. As a side effect, all enemy bullets move faster when the hyper is activated, increasing the &amp;quot;RANK&amp;quot; difficulty level of the game, until a bomb is used during hyper mode or when the player's ship is destroyed. This effect does not disappear when the hyper wears off. Using a bomb during a hyper will end it immediately; dying causes the player to lose all in-stock hyper items. Using a hyper while there is an uncollected hyper item will transform it into a large star (which gives 10.000 points).&lt;br /&gt;
&lt;br /&gt;
''How to get hypers :''&lt;br /&gt;
In order to get an hyper, the player need to fill the hyper gauge. When the hyper gauge is full, an hyper medal  should drop from the top of the screen but there are some exceptions :&lt;br /&gt;
* If the hyper gauge is filled when the hyper mode is still active, the hyper medal won’t drop. Instead, the player will get an hyper cancel.&lt;br /&gt;
* During a boss fight if there is at least one bomb in stock. To make an hyper drop during a boss fight, the player can fill an hyper gauge without any bomb in stock, use all the remaining bombs or die during hyper mode without any bomb in stock if he has at least 1 full hyper gauge.&lt;br /&gt;
&lt;br /&gt;
When the player fills an hyper gauge but is in one of the two situations mentioned before, instead of making an hyper drop, he will get an hyper cancel. All the bullets on the screen disappear at the very moment the hyper gauge is filled. This can be especially useful on some stage sections and boss fight.&lt;br /&gt;
&lt;br /&gt;
''Hyper item properties :'' &lt;br /&gt;
Once they appear from the top of the screen, if the player does not pick them up, they will slowly go down until they hit the bottom of the screen and then they will go up until they exit the screen by the top. &lt;br /&gt;
If the player activates an hyper while there is an hyper item on the screen, the hyper item will turn into a 10 000 points star and this hyper item is “wasted”.&lt;br /&gt;
&lt;br /&gt;
''How to fill the hyper gauge :''&lt;br /&gt;
The hyper gauge can be filled by killing enemies. Killing small enemies with the shot gives more hyper than killing them with the laser. This means it is possible to regulate the speed at which the hyper gauge is filled by deliberately choosing to kill the popcorn enemies with shot or laser.&lt;br /&gt;
It is also possible to gain hyper by using the laser on big enemies and bosses, it gives even more hyper by pointblanking them because the aura is also touching them (note : pointblanking can also give more hits). This means it is also possible to regulate the speed at which the hyper gauge is filled during boss fights by dealing damage with the shot instead of the laser for example.&lt;br /&gt;
Losing a life fills 25% of a full Hyper Gauge (to be verified for White Label)&lt;br /&gt;
The final way to fill the Hyper Gauge is to collect a bee with at least a 20-HIT chain (see the “Bees” paragraph)&lt;br /&gt;
&lt;br /&gt;
Important note : &lt;br /&gt;
When the hyper gauge is filled by collecting a bee or dying, there is no leftover. &lt;br /&gt;
For example, in Black Label if the hyper gauge is filled at 80% and the players grabs a bee with a 700-HIT combo chain, he should get 30% of hyper gauge, but in this case, he will fill the hyper gauge, make an hyper item drop and start the new gauge at 0%. Which means he only gained 20% of hyper gauge.&lt;br /&gt;
&lt;br /&gt;
===Rank===&lt;br /&gt;
DoDonPachi DaiOuJou has a hidden ranking system, one that makes the game harder as the rank increases. Rank is increased by using Hypers, and the amount it increases is proportional to the level of the hyper used. Rank can only be decreased by bombing during hyper mode or losing a life.&lt;br /&gt;
&lt;br /&gt;
===Star and Medal items===&lt;br /&gt;
The star and medal items are pretty much worthless in comparison to the other aspects of the scoring system.&lt;br /&gt;
&lt;br /&gt;
Picked up during stage gameplay&lt;br /&gt;
small star = 500 pts&lt;br /&gt;
small medal = 500 pts&lt;br /&gt;
Big star = 10 000 pts&lt;br /&gt;
Big medal = 10 000 pts&lt;br /&gt;
&lt;br /&gt;
Stars attracted during hyper cancels are worth 500pts/star. &lt;br /&gt;
&lt;br /&gt;
===End-stage Bonus===&lt;br /&gt;
If no-miss : take into account all the stars and medals collected only during this stage, If one or more deaths (during the stage or boss) : take into account the stars and medals collected since the last death.&lt;br /&gt;
&lt;br /&gt;
Nb of stars  X 1000 pts&lt;br /&gt;
&lt;br /&gt;
Nb of medals X 2000 pts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOSS HIT BONUS&lt;br /&gt;
&lt;br /&gt;
Stage 1 : 300 000 + 1,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 2 : 400 000 + 2 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 3 : 500 000 + 2,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 4 : 600 000 + 3 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 5 : 700 000 + 3,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Always true, no matter how many deaths during stage section or boss fight.&lt;br /&gt;
Stage 1-1 and 2-1 BOSS HITS BONUS is counted the same way, same for 1-2 and 2-2, 1-3 and 2-3, ...&lt;br /&gt;
&lt;br /&gt;
''Funny detail :''&lt;br /&gt;
The scrolling of the BOSS HIT BONUS is not synchronized with the reverse scrolling of the HITS.&lt;br /&gt;
&lt;br /&gt;
==Plot==&lt;br /&gt;
===Synopsis===&lt;br /&gt;
Centuries have passed since the [[DoDonPachi | catastrophic war]] that almost cost the human race its complete annihilation at the hands of the deranged Colonel Schwarlitz Longhener, leader of the DonPachi Corps: a military squad of starfighter pilots known for their combat prowess and emotional detachment (as a result of the inhuman training they are subjected to - the [[DonPachi | first game]] being a prime example of it, with the trainee actually slaughtering comrades posing as the enemy); whatever remained of his genocidal army was gathered, transported to the Moon and sealed within a network of caves, left to rot away as the nightmares faded into legend.&lt;br /&gt;
&lt;br /&gt;
The human race flourished again, to the point of colonizing the Moon itself, the megacity of Lunapolis being the hub of human activity on lunar soil. However, as time passed, the dormant machines reawakened, rebuilt, evolved: the caverns of the planet swarmed with all sorts of advanced war machines, and automated production facilities, at their core a heavily guarded platform where the ultimate fighting machine of the past, the mechanical bee Hibachi (this time named 緋蜂, lit. &amp;quot;Scarlet Bee&amp;quot;), was slowly being rebuilt. Still following their original programming, the machines broke the seal, invading the surface and quickly seizing control of the almost defenseless Lunapolis, its streets and facilities now completely overtaken and littered with heavy artillery emplacements.&lt;br /&gt;
&lt;br /&gt;
With little time to spare, the DonPachi Corps are reactivated, with enough time to build only two fighters; nevertheless, to each was bestowed the assistance of an Element Doll, highly evolved sentient droids (apparently widespread in human society by then, and treated as little more than slaves) capable of providing tactical data and enhancing the craft's own capabilities. Knowing that the mission is plausibly suicidal, the two attack ships are deployed on the Moon surface, just outside Lunapolis, alone against a ruthless army of machines with a single objective; killing. &lt;br /&gt;
&lt;br /&gt;
===Ending===&lt;br /&gt;
&lt;br /&gt;
The game's ending reveals, in a chilling twist, that the Element Dolls are, in truth, cybernetic beings built by forcefully turning human beings into servants, laborers and soldiers, their minds and wills rewritten and bent to the whim of Earth's upper class. Then, a Doll-specific coda is shown:&lt;br /&gt;
&lt;br /&gt;
* '''Shotia:''' Interfacing with the enemy's computer network and forcibly shutting it down, Shotia is finally pulled out of the fighter jet by her pilot, who has come to grow feelings for the biomechanical soldier. As he holds her however, her mind is overcome by a virus hidden in Hibachi's mainframe and slowly deteriorates, each memory being deleted until, at last, tears accompany the Doll's final ones, those of her in her human days, before being abducted and converted. With a smile, Shotia dies.&lt;br /&gt;
* '''Leinyan:''' Having finally destroyed the devilish war machine Hibachi and ensuing the collapse of the enemy's computer network, the fighter plane returns to base, the pilot's mission completed. However, Leinyan rebels against her masters, having fallen in love with her pilot, who is forced to watch helplessly as she is dragged away, deactivated and her body dissected for research. In an atypical subversion of the series' dark endings, the Doll's consciousness takes control of the laboratory's systems, escaping into cyberspace and, finally, reuniting with her lover.&lt;br /&gt;
* '''EXY:''' In a desperate attempt to shut down the enemy's computer network, EXY interfaces with it and delves within the massive data stream with her own consciousness. The attempt is successful, however the information flow drives her mad (it is implied that she discovered Colonel Schwarlitz Longhener's involvement and betrayal), who ultimately breaks free from the fighter's armor and, in a fit of blind rage, chokes the pilot and slaughters the accompanying infantry escort. This, along with the deranged realization that mankind is the one true enemy to defeat, ultimately leads to the events depicted in [[DoDonPachi DaiFukkatsu | Dai-Fukkatsu]].&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
===Black Label===&lt;br /&gt;
This variant was a limited edition release. The arcade board includes the original and Black Label games, which can be selected during boot time. The Black Label game can be identified by the black title screen. After the release of the Black label, the original version is called as White Label, particularly for clarification.&lt;br /&gt;
&lt;br /&gt;
Changes in Black Label include:&lt;br /&gt;
&lt;br /&gt;
* The player can select 1 Loop Mode or 2 Loop Mode at the beginning of the game, after selecting a battle fighter and Element Doll. In 2 Loop Mode, after completing stage 1–5, the player now has the option to play the second loop as before, but in 1 Loop Mode, the player immediately fights Hibachi after defeating the normal final stage boss.&lt;br /&gt;
* The player is no longer reduced to only one life when entering the 2nd loop.&lt;br /&gt;
* The player can continue should he/she lose all his/her lives in the 2nd loop by inserting more coins and pressing START (and a second player can join in), up until he/she reaches the true final stage.&lt;br /&gt;
* The game is easier in general. The enemy bullets are fewer and move slower, but the changes are subtle.&lt;br /&gt;
* The Hyper Meter fills faster than in the original.&lt;br /&gt;
* Some bug fixes. The chain meter now has 5 digits, so it no longer rolls over if it reaches 9,999 hits. (In the original version, the chain meter counts internally correct, but displays only lower 4 digits.)&lt;br /&gt;
* Both weapons are lowered by only one level upon respawning for all types when in the 2nd loop.&lt;br /&gt;
&lt;br /&gt;
A prototype export/overseas version of the Black Label edition named DoDonPachi III was discovered in 2016.&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:Hyper system mechanic]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Juju Kenobi</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiOuJou/Video_Index&amp;diff=8980</id>
		<title>DoDonPachi DaiOuJou/Video Index</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiOuJou/Video_Index&amp;diff=8980"/>
		<updated>2021-04-13T12:28:54Z</updated>

		<summary type="html">&lt;p&gt;Juju Kenobi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Doj-wh-thm.jpg|thumb]]&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Arcade ==&lt;br /&gt;
&lt;br /&gt;
=== A-Shot ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Yusemi SWY&lt;br /&gt;
| 1,707,625,150&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi&lt;br /&gt;
| [https://youtu.be/hEuRkOfC4tQ Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Yusemi SWY&lt;br /&gt;
| 1,625,093,800&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/bsU31nIncgc Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| HEY FL&lt;br /&gt;
| 1,281,741,740&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/un5oWeR_5A4 Youtube 1] [https://youtu.be/UpiajiGrqdM 2] [https://youtu.be/1GR3YTCLZyw 3] [https://youtu.be/ilkPWb56C8g 4] [https://youtu.be/fIMJsv5Wv5o 5] [https://youtu.be/Y2kmp6ZZYwk 6]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 漆黒の羊&lt;br /&gt;
| 1,268,721,270&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.nicovideo.jp/watch/sm24285063 Nico 1] [https://www.nicovideo.jp/watch/sm24285231 2]&lt;br /&gt;
| 806mil first loop&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== A-Laser ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Peyosan&lt;br /&gt;
| 831,990,100&lt;br /&gt;
| PS2&lt;br /&gt;
| 2-3&lt;br /&gt;
| [https://www.youtube.com/watch?v=42ooxv7Shew 1][https://www.youtube.com/watch?v=7R-ZrlgUOI8 2][https://www.youtube.com/watch?v=WYU0Z8rH2SY 3]&lt;br /&gt;
| 3 parts video&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
| 549,583,200&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi&lt;br /&gt;
| [https://youtu.be/w9k_kgvwuEc?t=2466 Youtube]&lt;br /&gt;
| starts at 41:06&lt;br /&gt;
|-&lt;br /&gt;
| A.S Asagami&lt;br /&gt;
| 430,152,480&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=h1NA020dLiE Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| SOH&lt;br /&gt;
| 370,068,110&lt;br /&gt;
| PS2&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.nicovideo.jp/watch/sm16048063 Nico 1][https://www.nicovideo.jp/watch/sm16048125 2][https://www.nicovideo.jp/watch/sm16048188 3]&lt;br /&gt;
|2nd loop only&lt;br /&gt;
|-&lt;br /&gt;
| Tame&lt;br /&gt;
| 248,091,200&lt;br /&gt;
| XBOX 360&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.nicovideo.jp/watch/sm14462863 Nico]&lt;br /&gt;
|2nd loop only&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== A-Expert ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Fufufu&lt;br /&gt;
| 2,063,083,220&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/DuTQLjUX9tw Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| WY.&lt;br /&gt;
| 2,042,687,840&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/7zHTAmHj8PU Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| LYX&lt;br /&gt;
| 2,003,129,570&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/PC4YraPMrlo Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Laos Osada Sennin&lt;br /&gt;
| 1,893,459,930&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/G1WkH_bF5O0 Youtube]&lt;br /&gt;
| Superplay DVD with PS2 port&lt;br /&gt;
|-&lt;br /&gt;
| Pazzy&lt;br /&gt;
| 1,835,788,100&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/ga_kIUUwLGE Youtube]&lt;br /&gt;
| text commentary&lt;br /&gt;
|-&lt;br /&gt;
| Pazzy&lt;br /&gt;
| 1,640,888,110&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/EM_kRAb-P7c Youtube]&lt;br /&gt;
| text commentary&lt;br /&gt;
|-&lt;br /&gt;
| SON&lt;br /&gt;
| 1,601,506,640&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/X0xjabKnM4A Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| SON&lt;br /&gt;
| 1,570,072,580&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi&lt;br /&gt;
| [https://youtu.be/C0KAiaa1R9s Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Funky Beetle&lt;br /&gt;
| 1,348,864,970&lt;br /&gt;
| PS2&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/XGbirFlLjEA Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| KAL&lt;br /&gt;
| 1,320,714,420&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.bilibili.com/video/av38059039 Bilibili]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| VioletHatPurple&lt;br /&gt;
| 1,271,629,720&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/TGz2aAq30hs Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Iconoclast&lt;br /&gt;
| 1,058,551,400&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/zw17fP7RcMk Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Pazzy&lt;br /&gt;
| 1,050,832,610&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/uv10Rzz64HM Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| WFL&lt;br /&gt;
| 907,038,820&lt;br /&gt;
| Arcade&lt;br /&gt;
| 1-All&lt;br /&gt;
| [http://www.nicovideo.jp/watch/sm25751516 Nico]&lt;br /&gt;
| Very refined routes. First loop only&lt;br /&gt;
|-&lt;br /&gt;
| Funky Beetle&lt;br /&gt;
| 846,631,340&lt;br /&gt;
| PS2&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/4aSxfAqWt7o Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Kal-Koron&lt;br /&gt;
| 827,888,600&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://www.bilibili.com/video/av19494531 Bilibili]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Funky Beetle&lt;br /&gt;
| 615,098,410&lt;br /&gt;
| PS2&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/vxuh5tVW4JE Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Funky Beetle&lt;br /&gt;
| 580,782,960&lt;br /&gt;
| PS2&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/dEXN78my34k Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Pazzy&lt;br /&gt;
| 444,943,910&lt;br /&gt;
| Arcade&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/bwVJlQ9l9cA Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| OmKol&lt;br /&gt;
| 441,433,570&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/KK2aJTqM6As Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| CJM&lt;br /&gt;
| 209,072,700&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/AZE2lxuwhHw Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Softdrink&lt;br /&gt;
| 106,546,430&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://youtu.be/Opdy_qvQd3E Youtube]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== B-Shot ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| UEO&lt;br /&gt;
| 298,696,780&lt;br /&gt;
| PS2&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/TkDyVu5f_oA Youtube]&lt;br /&gt;
| 2nd loop only&lt;br /&gt;
|-&lt;br /&gt;
| CAVE PCB&lt;br /&gt;
| 44,523,890&lt;br /&gt;
| Arcade&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/6vNuz4OEDJk Youtube]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== B-Laser ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Nanashi&lt;br /&gt;
| 508,692,650&lt;br /&gt;
| XBOX 360&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=vzl3jFo6ZnE Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| stm鳥居&lt;br /&gt;
| 329,287,970&lt;br /&gt;
| AC&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/VB9pTRIABPc Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== B-Expert ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Fufufu&lt;br /&gt;
| 2,229,390,350&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/0vSFuWaTQZ0 Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| SPS&lt;br /&gt;
| 2,170,809,750&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/WBplM4jrpiw Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| SPS&lt;br /&gt;
| 2,042,659,840&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.bilibili.com/video/av2852337 Bilibili]&lt;br /&gt;
| 2nd loop only&lt;br /&gt;
|-&lt;br /&gt;
| SPS&lt;br /&gt;
| 1,968,617,870&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi&lt;br /&gt;
| [https://youtu.be/jqWJwG3HhwI Youtube 1] [https://youtu.be/Nn7Zo6Q2Qzw 2] [https://youtu.be/j-F2WdZD5ZQ 3] [https://youtu.be/hpLoLlEaZZM 4]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fufufu&lt;br /&gt;
| 1,511,584,400&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/mUF3299XqLc Youtube]&lt;br /&gt;
| Live from Stunfest 2018!&lt;br /&gt;
|-&lt;br /&gt;
| Fufufu&lt;br /&gt;
| 1,295,286,810&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/7HW7qt67h3Y Youtube]&lt;br /&gt;
| Live Demonstration Wasshoi 2015!&lt;br /&gt;
|-&lt;br /&gt;
| Starshine Legacy&lt;br /&gt;
| 53,309,400&lt;br /&gt;
| Arcade&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/bL8jE3Dhnyc Youtube]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Guides ==&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Ship&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Pazzy&lt;br /&gt;
| 1,640,888,110&lt;br /&gt;
| Arcade&lt;br /&gt;
| A-EX&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/6aRcRe23x18 Youtube]&lt;br /&gt;
| Guide by Feedbacker &amp;amp; BOS (French)&lt;br /&gt;
|-&lt;br /&gt;
| BOS&lt;br /&gt;
| 74,056,440&lt;br /&gt;
| Arcade&lt;br /&gt;
| A-EX&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/3Nb3hVYJGOA Youtube]&lt;br /&gt;
| 1-Sissy series; Commentary by BOS % Trizeal (French)&lt;br /&gt;
|-&lt;br /&gt;
| Arcade&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [https://youtu.be/s2QicYZMWg4 Youtube]&lt;br /&gt;
| STG Weekly #74&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== TAS ==&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Ship&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Mojiwan&lt;br /&gt;
| 2,625,878,830&lt;br /&gt;
| Arcade&lt;br /&gt;
| A-EX&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/GwmCE6nDpHs Youtube]&lt;br /&gt;
| TAS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Death Label ==&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Ship&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| そP&lt;br /&gt;
| 1,993,105,830&lt;br /&gt;
| A-E&lt;br /&gt;
| PS2&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.nicovideo.jp/watch/sm12444787 Nico]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| うえおみあ&lt;br /&gt;
| 1,545,987,980&lt;br /&gt;
| A-L&lt;br /&gt;
| PS2&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/Mjs6g_a2zNA Youtube]&lt;br /&gt;
|-&lt;br /&gt;
| うえおみあ&lt;br /&gt;
| 1,396,099,780&lt;br /&gt;
| B-L&lt;br /&gt;
| PS2&lt;br /&gt;
| 2-5&lt;br /&gt;
| [https://youtu.be/zzf1zi7Kpes Youtube]&lt;br /&gt;
| replay contains only 2nd loop&lt;br /&gt;
|-&lt;br /&gt;
| MON&lt;br /&gt;
| 1,381,920,090&lt;br /&gt;
| A-L&lt;br /&gt;
| PS2&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/YAqqR7ee1rs Youtube]&lt;br /&gt;
| replay contains only 2nd loop&lt;br /&gt;
|-&lt;br /&gt;
| SOH&lt;br /&gt;
| 1,213,639,490&lt;br /&gt;
| A-L&lt;br /&gt;
| PS2&lt;br /&gt;
| 2-5&lt;br /&gt;
| [https://youtu.be/iWO4xq_XMNY Youtube]&lt;br /&gt;
| replay contains only 2nd loop&lt;br /&gt;
|-&lt;br /&gt;
| SAS&lt;br /&gt;
| 1,121,599,850&lt;br /&gt;
| A-E&lt;br /&gt;
| PS2&lt;br /&gt;
| 1-5&lt;br /&gt;
| [https://youtu.be/-kuevzZqq1g Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Index|DoDonPachi DaiOuJou]]&lt;/div&gt;</summary>
		<author><name>Juju Kenobi</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiOuJou/Video_Index&amp;diff=8979</id>
		<title>DoDonPachi DaiOuJou/Video Index</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiOuJou/Video_Index&amp;diff=8979"/>
		<updated>2021-04-13T12:15:55Z</updated>

		<summary type="html">&lt;p&gt;Juju Kenobi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Doj-wh-thm.jpg|thumb]]&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Arcade ==&lt;br /&gt;
&lt;br /&gt;
=== A-Shot ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Yusemi SWY&lt;br /&gt;
| 1,707,625,150&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi&lt;br /&gt;
| [https://youtu.be/hEuRkOfC4tQ Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Yusemi SWY&lt;br /&gt;
| 1,625,093,800&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/bsU31nIncgc Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| HEY FL&lt;br /&gt;
| 1,281,741,740&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/un5oWeR_5A4 Youtube 1] [https://youtu.be/UpiajiGrqdM 2] [https://youtu.be/1GR3YTCLZyw 3] [https://youtu.be/ilkPWb56C8g 4] [https://youtu.be/fIMJsv5Wv5o 5] [https://youtu.be/Y2kmp6ZZYwk 6]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 漆黒の羊&lt;br /&gt;
| 1,268,721,270&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.nicovideo.jp/watch/sm24285063 Nico 1] [https://www.nicovideo.jp/watch/sm24285231 2]&lt;br /&gt;
| 806mil first loop&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== A-Laser ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Peyosan&lt;br /&gt;
| 831,990,100&lt;br /&gt;
| PS2&lt;br /&gt;
| 2-3&lt;br /&gt;
| [https://www.youtube.com/watch?v=42ooxv7Shew 1][https://www.youtube.com/watch?v=7R-ZrlgUOI8 2][https://www.youtube.com/watch?v=WYU0Z8rH2SY 3]&lt;br /&gt;
| 3 parts video, former Western Record&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
| 549,583,200&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi&lt;br /&gt;
| [https://youtu.be/w9k_kgvwuEc?t=2466 Youtube]&lt;br /&gt;
| starts at 41:06&lt;br /&gt;
|-&lt;br /&gt;
| A.S Asagami&lt;br /&gt;
| 430,152,480&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=h1NA020dLiE Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| SOH&lt;br /&gt;
| 370,068,110&lt;br /&gt;
| PS2&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.nicovideo.jp/watch/sm16048063 Nico 1][https://www.nicovideo.jp/watch/sm16048125 2][https://www.nicovideo.jp/watch/sm16048188 3]&lt;br /&gt;
|2nd loop only&lt;br /&gt;
|-&lt;br /&gt;
| Tame&lt;br /&gt;
| 248,091,200&lt;br /&gt;
| XBOX 360&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.nicovideo.jp/watch/sm14462863 Nico]&lt;br /&gt;
|2nd loop only&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== A-Expert ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Fufufu&lt;br /&gt;
| 2,063,083,220&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/DuTQLjUX9tw Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| WY.&lt;br /&gt;
| 2,042,687,840&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/7zHTAmHj8PU Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| LYX&lt;br /&gt;
| 2,003,129,570&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/PC4YraPMrlo Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Laos Osada Sennin&lt;br /&gt;
| 1,893,459,930&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/G1WkH_bF5O0 Youtube]&lt;br /&gt;
| Superplay DVD with PS2 port&lt;br /&gt;
|-&lt;br /&gt;
| Pazzy&lt;br /&gt;
| 1,835,788,100&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/ga_kIUUwLGE Youtube]&lt;br /&gt;
| text commentary&lt;br /&gt;
|-&lt;br /&gt;
| Pazzy&lt;br /&gt;
| 1,640,888,110&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/EM_kRAb-P7c Youtube]&lt;br /&gt;
| text commentary&lt;br /&gt;
|-&lt;br /&gt;
| SON&lt;br /&gt;
| 1,601,506,640&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/X0xjabKnM4A Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| SON&lt;br /&gt;
| 1,570,072,580&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi&lt;br /&gt;
| [https://youtu.be/C0KAiaa1R9s Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Funky Beetle&lt;br /&gt;
| 1,348,864,970&lt;br /&gt;
| PS2&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/XGbirFlLjEA Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| KAL&lt;br /&gt;
| 1,320,714,420&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.bilibili.com/video/av38059039 Bilibili]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| VioletHatPurple&lt;br /&gt;
| 1,271,629,720&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/TGz2aAq30hs Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Iconoclast&lt;br /&gt;
| 1,058,551,400&lt;br /&gt;
| Xbox 360&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/zw17fP7RcMk Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Pazzy&lt;br /&gt;
| 1,050,832,610&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/uv10Rzz64HM Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| WFL&lt;br /&gt;
| 907,038,820&lt;br /&gt;
| Arcade&lt;br /&gt;
| 1-All&lt;br /&gt;
| [http://www.nicovideo.jp/watch/sm25751516 Nico]&lt;br /&gt;
| Very refined routes. First loop only&lt;br /&gt;
|-&lt;br /&gt;
| Funky Beetle&lt;br /&gt;
| 846,631,340&lt;br /&gt;
| PS2&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/4aSxfAqWt7o Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Kal-Koron&lt;br /&gt;
| 827,888,600&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://www.bilibili.com/video/av19494531 Bilibili]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Funky Beetle&lt;br /&gt;
| 615,098,410&lt;br /&gt;
| PS2&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/vxuh5tVW4JE Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Funky Beetle&lt;br /&gt;
| 580,782,960&lt;br /&gt;
| PS2&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/dEXN78my34k Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Pazzy&lt;br /&gt;
| 444,943,910&lt;br /&gt;
| Arcade&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/bwVJlQ9l9cA Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| OmKol&lt;br /&gt;
| 441,433,570&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/KK2aJTqM6As Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| CJM&lt;br /&gt;
| 209,072,700&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/AZE2lxuwhHw Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Softdrink&lt;br /&gt;
| 106,546,430&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://youtu.be/Opdy_qvQd3E Youtube]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== B-Shot ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| UEO&lt;br /&gt;
| 298,696,780&lt;br /&gt;
| PS2&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/TkDyVu5f_oA Youtube]&lt;br /&gt;
| 2nd loop only&lt;br /&gt;
|-&lt;br /&gt;
| CAVE PCB&lt;br /&gt;
| 44,523,890&lt;br /&gt;
| Arcade&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/6vNuz4OEDJk Youtube]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== B-Laser ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Nanashi&lt;br /&gt;
| 508,692,650&lt;br /&gt;
| XBOX 360&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=vzl3jFo6ZnE Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| stm鳥居&lt;br /&gt;
| 329,287,970&lt;br /&gt;
| AC&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/VB9pTRIABPc Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== B-Expert ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Fufufu&lt;br /&gt;
| 2,229,390,350&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/0vSFuWaTQZ0 Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| SPS&lt;br /&gt;
| 2,170,809,750&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/WBplM4jrpiw Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| SPS&lt;br /&gt;
| 2,042,659,840&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.bilibili.com/video/av2852337 Bilibili]&lt;br /&gt;
| 2nd loop only&lt;br /&gt;
|-&lt;br /&gt;
| SPS&lt;br /&gt;
| 1,968,617,870&lt;br /&gt;
| Arcade&lt;br /&gt;
| Hibachi&lt;br /&gt;
| [https://youtu.be/jqWJwG3HhwI Youtube 1] [https://youtu.be/Nn7Zo6Q2Qzw 2] [https://youtu.be/j-F2WdZD5ZQ 3] [https://youtu.be/hpLoLlEaZZM 4]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fufufu&lt;br /&gt;
| 1,511,584,400&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/mUF3299XqLc Youtube]&lt;br /&gt;
| Live from Stunfest 2018!&lt;br /&gt;
|-&lt;br /&gt;
| Fufufu&lt;br /&gt;
| 1,295,286,810&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/7HW7qt67h3Y Youtube]&lt;br /&gt;
| Live Demonstration Wasshoi 2015!&lt;br /&gt;
|-&lt;br /&gt;
| Starshine Legacy&lt;br /&gt;
| 53,309,400&lt;br /&gt;
| Arcade&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/bL8jE3Dhnyc Youtube]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Guides ==&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Ship&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Pazzy&lt;br /&gt;
| 1,640,888,110&lt;br /&gt;
| Arcade&lt;br /&gt;
| A-EX&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/6aRcRe23x18 Youtube]&lt;br /&gt;
| Guide by Feedbacker &amp;amp; BOS (French)&lt;br /&gt;
|-&lt;br /&gt;
| BOS&lt;br /&gt;
| 74,056,440&lt;br /&gt;
| Arcade&lt;br /&gt;
| A-EX&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://youtu.be/3Nb3hVYJGOA Youtube]&lt;br /&gt;
| 1-Sissy series; Commentary by BOS % Trizeal (French)&lt;br /&gt;
|-&lt;br /&gt;
| Arcade&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [https://youtu.be/s2QicYZMWg4 Youtube]&lt;br /&gt;
| STG Weekly #74&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== TAS ==&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Ship&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Mojiwan&lt;br /&gt;
| 2,625,878,830&lt;br /&gt;
| Arcade&lt;br /&gt;
| A-EX&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/GwmCE6nDpHs Youtube]&lt;br /&gt;
| TAS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Death Label ==&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Ship&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| そP&lt;br /&gt;
| 1,993,105,830&lt;br /&gt;
| A-E&lt;br /&gt;
| PS2&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.nicovideo.jp/watch/sm12444787 Nico]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| うえおみあ&lt;br /&gt;
| 1,545,987,980&lt;br /&gt;
| A-L&lt;br /&gt;
| PS2&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/Mjs6g_a2zNA Youtube]&lt;br /&gt;
|-&lt;br /&gt;
| うえおみあ&lt;br /&gt;
| 1,396,099,780&lt;br /&gt;
| B-L&lt;br /&gt;
| PS2&lt;br /&gt;
| 2-5&lt;br /&gt;
| [https://youtu.be/zzf1zi7Kpes Youtube]&lt;br /&gt;
| replay contains only 2nd loop&lt;br /&gt;
|-&lt;br /&gt;
| MON&lt;br /&gt;
| 1,381,920,090&lt;br /&gt;
| A-L&lt;br /&gt;
| PS2&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/YAqqR7ee1rs Youtube]&lt;br /&gt;
| replay contains only 2nd loop&lt;br /&gt;
|-&lt;br /&gt;
| SOH&lt;br /&gt;
| 1,213,639,490&lt;br /&gt;
| A-L&lt;br /&gt;
| PS2&lt;br /&gt;
| 2-5&lt;br /&gt;
| [https://youtu.be/iWO4xq_XMNY Youtube]&lt;br /&gt;
| replay contains only 2nd loop&lt;br /&gt;
|-&lt;br /&gt;
| SAS&lt;br /&gt;
| 1,121,599,850&lt;br /&gt;
| A-E&lt;br /&gt;
| PS2&lt;br /&gt;
| 1-5&lt;br /&gt;
| [https://youtu.be/-kuevzZqq1g Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Index|DoDonPachi DaiOuJou]]&lt;/div&gt;</summary>
		<author><name>Juju Kenobi</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Progear_no_Arashi&amp;diff=8958</id>
		<title>Progear no Arashi</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Progear_no_Arashi&amp;diff=8958"/>
		<updated>2021-04-12T06:14:02Z</updated>

		<summary type="html">&lt;p&gt;Juju Kenobi: /* Safety counter (-10000 to 150000) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Progear logo.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #6dc2ca&lt;br /&gt;
| innerbordercolor = #eeeeac&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #fefafb&lt;br /&gt;
| image = Progear poster.jpg&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagescalepx = 180px&lt;br /&gt;
| developer = [[CAVE]]&lt;br /&gt;
| music = Yukinori Kikuchi&lt;br /&gt;
| program = Tsuneki Ikeda&amp;lt;br/&amp;gt;Satoshi Kouyama&amp;lt;br/&amp;gt;Takashi Ishimura&lt;br /&gt;
| art = Junya Inoue&lt;br /&gt;
| releasedate =  January 17, 2001&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''[[Progear no Arashi]]''(プロギアの嵐, &amp;quot;Storm of Progear&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Progear is a three-button shooter. Button C is disabled by default but can be enabled in the service menu.&lt;br /&gt;
&lt;br /&gt;
There are five stages in the game, with a second loop beginning at the end of stage five if one  of the requirements for the 2nd loop is met. Upon reaching the end of the second loop, the player will fight the True Last Boss. &lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''A (Press):''' '''Fighter mode''' Fires the standard shot weapon.&lt;br /&gt;
* '''A (Hold):''' '''Gunner mode''' Fires the ship's &amp;quot;focus&amp;quot; fire, using the gunner options, locking onto the closest enemies until they are destroyed or the A button is realesed&lt;br /&gt;
* '''B:''' Detonates a Bomb if there is at least one bomb in stock&lt;br /&gt;
* '''C''': Auto-fire for the player's standard spread shot.&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships  ===&lt;br /&gt;
====Fighter/Pilot selection====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Ship&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pilot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Aircraft&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Speed&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Power&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | position&amp;lt;br/&amp;gt;of hitbox&lt;br /&gt;
|-&lt;br /&gt;
! Pointblank !! Far &lt;br /&gt;
|-&lt;br /&gt;
| '''Fighter Type-A GAMBLER ''' || [[File:Ring.jpg|thumb|Ring|x300px]] || [[File:Progear Plane A.gif|frameless]] || Normal || Wide Shot|| Strong|| Weak  || [[File:Progear hitbox gambler.png|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Fighter Type-B MILITANT''' || [[File:Progear Bolt.jpg|thumb|Bolt|x300px]] || [[File:Progear Plane B.gif|frameless]] || Fast || Straight Shot|| Medium || Medium  || [[File:Progear hitbox militant.png|frameless]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
====Gunner selection====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gunner !! Co-pilot !! Gunner option !! Fire !! Speed in&amp;lt;br/&amp;gt;gunner mode !! Lock speed !! Power&lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Alpha''' || [[File:Progear Chain.jpg|thumb|Chain|x300px]] || [[File:Progear Gunner option type alpha.gif|frameless]] || Straight || Slow || Slow|| Strong&lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Beta''' || [[File:Progear Nail.jpg|thumb|Nail|x300px]] || [[File:Progear Gunner option type beta.gif|frameless]] || Wide || Fast || Fast|| Weak &lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Gamma ''' || [[File:Progear Rivet.jpg|thumb|Rivet|x300px]] || [[File:Progear Gunner option type gamma.gif|frameless]] || Homing || Medium || Medium || Strong&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gunner formation====&lt;br /&gt;
It is possible to change the formation of your gunner options by using some specific inputs during the gunner selection screen&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear system form normal alpha.jpg|frameless]] [[File:Progear system formation normal beta.jpg|frameless]] [[File:Progear system formation normal gamma.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
* '''Center up and down''': By pressing 2P start (or 1P start for 2P) while selecting the gunner,the gunner options will be up and down in the center. &lt;br /&gt;
&lt;br /&gt;
[[File:Progear Center up and down formation.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* '''Forward up and down''': By pressing both A and B buttons, while holding the 2P start (or 1P start for 2P) during the gunner selection, the gunner options will be up and down in front of the aircraft. 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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Forward up and down formation.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
====Change of clothes====&lt;br /&gt;
&lt;br /&gt;
By pressing 1P during the pilot or the gunner selection screen (or 2P as 2P), the clothes will be changed to 2P clothes (or 1P as 2P).&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Clothes change.jpg|thumb|center|1P Nail in 2P clothes]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear power up.jpg|center|frameless]] || '''Power Up'''&amp;lt;br/&amp;gt;Increases your attack power (max power after the 4th item)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear power max.jpg|center|frameless]] || '''Max Power Up'''&amp;lt;br/&amp;gt;Instantly grants max power (only appears after losing all lives)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear bomb.jpg|center|frameless]] || '''Bomb'''&amp;lt;br/&amp;gt;Increases your bomb stock by 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear diamond ring.jpg|center|frameless]] || '''Ring'''&amp;lt;br/&amp;gt;Produced when canceling bullet by killing enemies in fighter mode (shot)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear diamond stone.jpg|center|frameless]] || '''Stone/Jewel'''&amp;lt;br/&amp;gt;Produced when canceling bullet by killing enemies in gunner mode (option lock)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear 1UP mini.jpg|frameless|center]] || '''1-Up'''&amp;lt;br/&amp;gt;Rewards the player with one extra life&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
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) :&lt;br /&gt;
it reaches the right side of the screen&lt;br /&gt;
the jewel counter has run out&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage !! Jewels&lt;br /&gt;
|-&lt;br /&gt;
| 1st || 2000&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 4000&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 8000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 2nd loop || 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Extends and 1UP item===&lt;br /&gt;
&lt;br /&gt;
With the default settings, the player gets his first score extend at 3 million, then one every 4 million after. &lt;br /&gt;
&lt;br /&gt;
There is a hidden 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 a 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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear 1up GIF.gif|thumb|center|Hidden 1UP in stage 4]]&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
If the player hitbox collides with a bullet or an enemy hitbox, 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.&lt;br /&gt;
&lt;br /&gt;
But this does not always work. For example, on its final form, the 5th boss doesn't take any damage from the explosion.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
After clearing the 1st loop, if any of these requirements is met, the player will access the 2nd loop:&lt;br /&gt;
* number of bombs used is 2 or less.&lt;br /&gt;
* sum of bombs used and lives lost is 7 or less.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the 2nd loop, the jewel counter is doubled.&lt;br /&gt;
&lt;br /&gt;
Several changes occur during the 2nd loop compared to the 1st:&lt;br /&gt;
* The player cannot earn score extend anymore.&lt;br /&gt;
* The position and number of enemies is not exactly the same as in the 1rst loop&lt;br /&gt;
* When killed, the enemies will release revenge bullets aimed toward the player (but not completely straight at him)&lt;br /&gt;
* Every time the player dies, if the boss battle has not started, the player will start from the beginning of the current stage.&lt;br /&gt;
* Several bosses will have additional phases and attacks&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
===Jeweling===&lt;br /&gt;
Enemy bullets that are caught in enemies explosion disappear and become scoring items (rings or gems)&lt;br /&gt;
&lt;br /&gt;
If the player cancels bullets while being in Fighter mode (shot), the bullets will turn into ring 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).&lt;br /&gt;
&lt;br /&gt;
If the player cancels bullets while being in Gunner mode (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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The value of Rings and Jewels is shown in the following table: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value as&amp;lt;br/&amp;gt;Ring&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value as&amp;lt;br/&amp;gt;Jewel&lt;br /&gt;
|-&lt;br /&gt;
! Sprite !! Value !! Sprite !! Value&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Amethyst (small) || [[File:Progear amethyst ring small.jpg|frameless|center]] || 10 || [[File:Progear amethyst small.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Amethyst (medium) || [[File:Progear amethyst ring medium.jpg|frameless|center]] || 20 || [[File:Progear amethyst medium.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Amethyst (big) || [[File:Progear amethyst ring big.jpg|frameless|center]] || 30 || [[File:Progear amethyst big.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Ruby (small) || [[File:Progear ruby ring small.jpg|frameless|center]] || 40 || [[File:Progear ruby small.jpg|frameless|center]] || 20&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Ruby (medium) || [[File:Progear ruby ring medium.jpg|frameless|center]] || 50 || [[File:Progear ruby medium.jpg|frameless|center]] || 40&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Ruby (big) || [[File:Progear ruby ring big.jpg|frameless|center]] || 60 || [[File:Progear ruby big.jpg|frameless|center]] || 80&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Emerald (small) || [[File:Progear emerald ring small.jpg|frameless|center]] || 70 || [[File:Progear emerald small.jpg|frameless|center]] || 160&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Emerald (medium) || [[File:Progear emerald ring medium.jpg|frameless|center]] || 80 || [[File:Progear emerald medium.jpg|frameless|center]] || 320&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Emerald (big) || [[File:Progear emerald ring big.jpg|frameless|center]] || 90 || [[File:Progear emerald big.jpg|frameless|center]] || 640&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Diamond || [[File:Progear_diamond_ring.jpg|frameless|center]] || 100 || [[File:Progear_diamond_stone.jpg|frameless|center]] || 1280&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chain reactions===&lt;br /&gt;
When the player destroys an enemy in Gunner mode,bullets on the sprite of the explosion will be cancelled and turn into jewels. However, if some other bullets are close enough from these jewels, the cancel reaction might propagate. The propagation is easier the higher the value of the jewel is. There are several spots in the game where enemies keep shooting at the player and if the players leave them alive, it is possible to start a cancel reaction that will go on as long as the bullets are set up in a specific way allowing this to happen.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Gif chain reaction.gif|thumb|center|Chain reaction at the end of stage 1]]&lt;br /&gt;
&lt;br /&gt;
===Jewel counter===&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
===Bomb stacking===&lt;br /&gt;
&lt;br /&gt;
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. There is also an animation of children waving a flag next to the player bomb stock while this bonus is active.&lt;br /&gt;
&lt;br /&gt;
Stacking bombs increases the jewel counter by 10 000 (20 000 if the player is already in « x2 mode »).&lt;br /&gt;
&lt;br /&gt;
Usually, the lower limit of ring/jewel is small amethyst (level 1), but it rises as follows each time the stacking is repeated. Repeated stacking will allow the player to prepare diamond rings with a smaller number of bullets, making it easier to score and safer. This is especially useful during the second loop.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 1st time || Amethyst big (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 2nd time || Ruby small (Level 4)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 3rd time || Ruby big (Level 6)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 4th time || Emerald small (Level 7)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 5th time or more || Emerald big (Level 9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the player dies or uses a bomb, the lower limit of ring/jewel will return to small amethyst (level 1).&lt;br /&gt;
&lt;br /&gt;
===Shooting/Tick points===&lt;br /&gt;
When the player is in fighter mode, every time a bullet hits an enemy, the player will earn points according to the following formula :&lt;br /&gt;
&lt;br /&gt;
  Shooting point = (Jewel counter / 10000 (rounded down to the nearest whole number)) x 10 &lt;br /&gt;
&lt;br /&gt;
If the player is in « x2 mode », this number is multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
The notations such as &amp;quot;+10&amp;quot; and &amp;quot;+ 150 × 2&amp;quot; that sometimes appear on the jewel counter display indicate the shooting point.&lt;br /&gt;
That's why, for scoring optimisation, dealing damage to bosses at pointblank range using Shot is recommanded.&lt;br /&gt;
&lt;br /&gt;
===Stage clear bonus===&lt;br /&gt;
When the player clears a stage, he receives a score bonus equal to the jewel counter multiplied by 10. If the « x2 mode » is active (see Bomb stacking), this bonus is multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
===ALL clear bonus===&lt;br /&gt;
If the player clears both loops, he will receive a ALL clear bonus :&lt;br /&gt;
* 5 million points per remaining extend&lt;br /&gt;
* 1 million points per remaining bomb&lt;br /&gt;
* Jewel counter x 20&lt;br /&gt;
&lt;br /&gt;
2-5 also has a Stage clear bonus, so if the player clears, he will get both a STAGE clear bonus and an ALL clear bonus.&lt;br /&gt;
&lt;br /&gt;
==Affection system==&lt;br /&gt;
&lt;br /&gt;
The affection of the accompanying gunner to the pilot changes depending on the way the player plays . The affection level influences the gunner's facial expression and ending when clearing a stage, and the aircraft performance of specific combinations (Ring/Rivet and Bolt/Chain). &lt;br /&gt;
&lt;br /&gt;
The level of activity (ACTIVE), the level of safety (SAFE), and the level of Affection (LOVELY) are evaluated on a 73-point scale from 0 to 72, respectively.&lt;br /&gt;
&lt;br /&gt;
  Activity level (ACTIVE) = (activity level counter / 4096) x 72&lt;br /&gt;
  Safety level (SAVE) = ((safety level counter-near miss counter) / 100000) x 72&lt;br /&gt;
  Affection (LOVELY) = (activity level + safety level) / 2&lt;br /&gt;
&lt;br /&gt;
  Affection level =&lt;br /&gt;
    When ACTIVE is 72 and SAFETY is 72: LEVEL6&lt;br /&gt;
    When ACTIVE is 48 or higher and SAFETY is 48 or higher: LEVEL5&lt;br /&gt;
    When ACTIVE is 48 or higher and SAFETY is 24 or higher: LEVEL4 (Part 1)&lt;br /&gt;
    When ACTIVE is 24 or higher and SAFETY is 48 or higher: LEVEL4 (Part 2) &lt;br /&gt;
    When ACTIVE is 48 or more and SAFETY is less than 24: LEVEL3 (Part 1)&lt;br /&gt;
    When ACTIVE is less than 24 and SAFETY is 48 or more: LEVEL3 (Part 2) &lt;br /&gt;
    When ACTIVE is 24 or higher and SAFETY is 24 or higher: LEVEL3 (Part 3) &lt;br /&gt;
    When ACTIVE is 24 or more and SAFETY is less than 24: LEVEL2 (Part 1) &lt;br /&gt;
    When ACTIVE is less than 24 and SAFETY is 24 or more: LEVEL2 (Part 2) &lt;br /&gt;
    If ACTIVE is less than 24 and SAFETY is less than 24: LEVEL1&lt;br /&gt;
&lt;br /&gt;
===Activity counter (0 to 14524)===&lt;br /&gt;
&lt;br /&gt;
When the activity jewel counter, which will be described later, exceeds 128, a certain amount will be added each time jeweling is performed.&lt;br /&gt;
The value to be added varies from stage to stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 || Stage 2 || Stage 3 || Stage 4 || Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| 256 || 85 || 85 || 64 || 51&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is an upper limit to the number of additions for each stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|   ||Stage 1 || Stage 2 || Stage 3 || Stage 4 || Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| Maximum number of additions  || 6 times || 17 times || 17 times || 22 times || 28 times&lt;br /&gt;
|-&lt;br /&gt;
| Activity counter than can be acquired in this stage  || 1536 (256x6) || 1445 (85x17) || 1445 (85x17) || 1408 (64x22) || 1428 (51x28)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* After the addition, 128 will be subtracted to the jewel counter for activity .&lt;br /&gt;
* Even if the player makes a mistake or uses a continue, it will not decrease.&lt;br /&gt;
* if the player scores a little, he will reach the upper limit immediately, so it is difficult to see differences during different runs.&lt;br /&gt;
* When the activity counter is 4096 or more, the activity level will be 72 (MAX level) (achieved on stage 3 in the best case).&lt;br /&gt;
&lt;br /&gt;
===Jewel counter for activity===&lt;br /&gt;
&lt;br /&gt;
When a ring or jewel appears by jeweling, the following values ​​are added (subtracted) for each ring / jewel (regardless of whether it is collected or not). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  Jewel || Best couple || Other than the best couple&lt;br /&gt;
|-&lt;br /&gt;
| Ring || -1 || -1 &lt;br /&gt;
|-&lt;br /&gt;
| Amethyst jewel || -1 || -1 &lt;br /&gt;
|-&lt;br /&gt;
| Ruby jewel || +3 || +2&lt;br /&gt;
|-&lt;br /&gt;
| Emerald jewel || +4 || +3&lt;br /&gt;
|-&lt;br /&gt;
| Diamond jewel || +6 || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When the activity jewel counter exceeds 128, the activity counter increases by a certain amount and the activity jewel counter is subtracted by 128.&lt;br /&gt;
&lt;br /&gt;
===Safety counter (-10000 to 150000)===&lt;br /&gt;
&lt;br /&gt;
The safety counter is calculated from the following five factors. &lt;br /&gt;
&lt;br /&gt;
  Safety counter =&lt;br /&gt;
    ＋ Initial value (33000 or 5000)&lt;br /&gt;
    ＋ Positioning of the aircraft (-10 to +5 for each frame)&lt;br /&gt;
    ＋ Enemy left (-4 per frame when considered to be dangerous enemy left)&lt;br /&gt;
    ＋ Bomb (+6000 per bomb use)&lt;br /&gt;
    ＋ Miss (-10000 per death)&lt;br /&gt;
    - Near-Miss Counter &lt;br /&gt;
&lt;br /&gt;
'''Initial value'''&lt;br /&gt;
&lt;br /&gt;
The initial value of the safety counter is different depending on the compatibility of the Pilot/Gunner couple. Ring/Chain and Bolt/Nail which are the best couples start at 33000, and the other couples start at 5000. After using a continue, the safety counter is reset to its initial value.&lt;br /&gt;
&lt;br /&gt;
'''Positioning of the aircraft'''&lt;br /&gt;
&lt;br /&gt;
The safety counter increases or decreases depending on where the aircraft is located in each area where the x-axis is divided into 23. The amount of increase / decrease per frame is set as follows. &lt;br /&gt;
&lt;br /&gt;
1, 2, 3, 4, 5, 5, 2, 2, 1, 1, 0, -1, -1, -2, -2, -4, -4, -6, -6, -8,- 8, -10, -10&lt;br /&gt;
&lt;br /&gt;
The fastest increase in safety is in the area where 5 is set, which is roughly between the green lines in the image below. &lt;br /&gt;
&lt;br /&gt;
[[File:Progear Safety area.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
During the bomb, the safety counter will stop increasing or decreasing due to the positioning of the aircraft. &lt;br /&gt;
&lt;br /&gt;
'''Enemy left'''&lt;br /&gt;
&lt;br /&gt;
When all of the following conditions are met, the safety counter will decrease by -4 per frame.&lt;br /&gt;
* Enemy approaching the player&lt;br /&gt;
* The player didn't shot in the last 75 frames&lt;br /&gt;
* There are 6 or more enemy sprites (medium / large enemies have multiple sprites, and some of the sprites used in background animation etc. are included in this count).&lt;br /&gt;
* 20 or more enemy bullets&lt;br /&gt;
&lt;br /&gt;
'''Near miss counter (0-50000)'''&lt;br /&gt;
&lt;br /&gt;
The number of enemy bullets judged to be close to the aircraft is counted every 2 frames and added.&lt;br /&gt;
+2 will be added for each bullet, but only +1 during boss battles.&lt;br /&gt;
Even after a death or continue, it will not decrease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The safety level becomes 72 (MAX level) when the safety level reaches 100,000.&lt;br /&gt;
&lt;br /&gt;
===Gunner's facial expression===&lt;br /&gt;
&lt;br /&gt;
The Gunner's facial expression changes depending on the level of affection when clearing STAGE.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  Affection Level || Chain || Nail || Rivet&lt;br /&gt;
|-&lt;br /&gt;
|   Level 1 || [[File:Affection Chain level 1.png|frameless|center]] || [[File:Affection Ring level 1.png|frameless|center]] || [[File:Affection Rivet level 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 2 (Part 1) || [[File:Affection Chain level 2 part 1.png|frameless|center]] || [[File:Affection Nail level 2 part 1.png|frameless|center]] || [[File:Affection Rivet level 2 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 2 (Part 2) || [[File:Affection Chain level 2 part 2.png|frameless|center]] || [[File:Affection Nail level 2 part 2.png|frameless|center]] || [[File:Affection Rivet level 2 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 1) || [[File:Affection Chain level 3 part 1.png|frameless|center]] || [[File:Affection Nail level 3 part 1.png|frameless|center]] || [[File:Affection Rivet level 3 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 2) || [[File:Affection Rivet level 3 part 2.png|frameless|center]] || [[File:Affection Nail level 3 part 2.png|frameless|center]] || [[File:Affection Chain level 3 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 3) || [[File:Affection Chain level 3 part 3.png|frameless|center]] || [[File:Affection Nail level 3 part 3.png|frameless|center]] || [[File:Affection Rivet level 3 part 3.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 4 (Part 1) || [[File:Affection Chain level 4 part 1.png|frameless|center]] || [[File:Affection Nail level 4 part 1.png|frameless|center]] || [[File:Affection Rivet level 4 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 4 (Part 2) || [[File:Affection Chain level 4 part 2.png|frameless|center]] || [[File:Affection Nail level 4 part 2.png|frameless|center]] || [[File:Affection Rivet level 4 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 5 || [[File:Affection Chain level 5 .png|frameless|center]] || [[File:Affection Nail level 5 .png|frameless|center]] || [[File:Affection Rivet level 5 .png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 6 || [[File:Affection Chain level 6.png|frameless|center]] || [[File:Affection Nail level 6.png|frameless|center]] || [[File:Affection Rivet level 6.png|frameless|center]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ending===&lt;br /&gt;
After a clear, if the Affection level is LEVEL 4 or less, it will be a normal ending. If it is LEVEL 5 or more, it will be a true ending.&lt;br /&gt;
If the player clears both loops without using a continue, he will always get a true ending.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
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 &amp;quot;The Professional Gear&amp;quot;, or just &amp;quot;Progear&amp;quot;. 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 &amp;quot;the Motorouin&amp;quot; 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 &amp;quot;The Punishment of the Sages&amp;quot;.&lt;br /&gt;
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 &amp;quot;Gun Flyer&amp;quot; and installed it in all of their planes. The Storm of Progear was about to begin!&lt;br /&gt;
&lt;br /&gt;
== Development Team ==&lt;br /&gt;
'''Cave'''&lt;br /&gt;
* Producer = Kenichi Takano&lt;br /&gt;
* Director = Junya Inoue&lt;br /&gt;
* Program = Tsuneki Ikeda,Satoshi Kouyama,Takashi Ishimura&lt;br /&gt;
* Designers = Akira Wakabayashi,Hiroyuki Tanaka,Fusayuki Watariguchi,Kengo Arai&lt;br /&gt;
* Sound producer = Junya Inoue&lt;br /&gt;
* Music = Yukinori Kikuchi&lt;br /&gt;
* Sound effecter = Ryuichi Yabuki&lt;br /&gt;
* Special assist = Tosiaki Tomizawa&lt;br /&gt;
* Character voice = Mitsuo Furusawa&amp;lt;,Junya Inoue,Aki Sibata,Midori Katou,Masayo Hirasaka&lt;br /&gt;
* Special thanks = Yasushi Imai&lt;br /&gt;
* Character &amp;amp; mechanic design = Junya Inoue&lt;br /&gt;
&lt;br /&gt;
'''Capcom'''&lt;br /&gt;
* Producer = Tatsuya Minami&lt;br /&gt;
* Support research &amp;amp; development : Tomoshi Sadamoto&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
The game has two official version : the Japanese version which was the original version of the game and the US version.&lt;br /&gt;
The US version removes all of the voice acting from characters. &lt;br /&gt;
In the Japanese, enemies have more health and shoot more bullets.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
[[Progear_no_Arashi/Video_Index|Video index for Progear no Arashi]]&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Scoring info and formatting work provided by [[User:Juju Kenobi|Juju Kenobi]] &lt;br /&gt;
# Scoring info https://w.atwiki.jp/progear/&lt;br /&gt;
# Item and characters sprites taken from http://http://www.world-of-arcades.net/Cave/Progear/Characters.htm&lt;/div&gt;</summary>
		<author><name>Juju Kenobi</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Progear_no_Arashi&amp;diff=8956</id>
		<title>Progear no Arashi</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Progear_no_Arashi&amp;diff=8956"/>
		<updated>2021-04-12T06:08:29Z</updated>

		<summary type="html">&lt;p&gt;Juju Kenobi: /* Safety counter (-10000 to 150000) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Progear logo.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #6dc2ca&lt;br /&gt;
| innerbordercolor = #eeeeac&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #fefafb&lt;br /&gt;
| image = Progear poster.jpg&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagescalepx = 180px&lt;br /&gt;
| developer = [[CAVE]]&lt;br /&gt;
| music = Yukinori Kikuchi&lt;br /&gt;
| program = Tsuneki Ikeda&amp;lt;br/&amp;gt;Satoshi Kouyama&amp;lt;br/&amp;gt;Takashi Ishimura&lt;br /&gt;
| art = Junya Inoue&lt;br /&gt;
| releasedate =  January 17, 2001&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''[[Progear no Arashi]]''(プロギアの嵐, &amp;quot;Storm of Progear&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Progear is a three-button shooter. Button C is disabled by default but can be enabled in the service menu.&lt;br /&gt;
&lt;br /&gt;
There are five stages in the game, with a second loop beginning at the end of stage five if one  of the requirements for the 2nd loop is met. Upon reaching the end of the second loop, the player will fight the True Last Boss. &lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''A (Press):''' '''Fighter mode''' Fires the standard shot weapon.&lt;br /&gt;
* '''A (Hold):''' '''Gunner mode''' Fires the ship's &amp;quot;focus&amp;quot; fire, using the gunner options, locking onto the closest enemies until they are destroyed or the A button is realesed&lt;br /&gt;
* '''B:''' Detonates a Bomb if there is at least one bomb in stock&lt;br /&gt;
* '''C''': Auto-fire for the player's standard spread shot.&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships  ===&lt;br /&gt;
====Fighter/Pilot selection====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Ship&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pilot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Aircraft&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Speed&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Power&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | position&amp;lt;br/&amp;gt;of hitbox&lt;br /&gt;
|-&lt;br /&gt;
! Pointblank !! Far &lt;br /&gt;
|-&lt;br /&gt;
| '''Fighter Type-A GAMBLER ''' || [[File:Ring.jpg|thumb|Ring|x300px]] || [[File:Progear Plane A.gif|frameless]] || Normal || Wide Shot|| Strong|| Weak  || [[File:Progear hitbox gambler.png|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Fighter Type-B MILITANT''' || [[File:Progear Bolt.jpg|thumb|Bolt|x300px]] || [[File:Progear Plane B.gif|frameless]] || Fast || Straight Shot|| Medium || Medium  || [[File:Progear hitbox militant.png|frameless]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
====Gunner selection====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gunner !! Co-pilot !! Gunner option !! Fire !! Speed in&amp;lt;br/&amp;gt;gunner mode !! Lock speed !! Power&lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Alpha''' || [[File:Progear Chain.jpg|thumb|Chain|x300px]] || [[File:Progear Gunner option type alpha.gif|frameless]] || Straight || Slow || Slow|| Strong&lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Beta''' || [[File:Progear Nail.jpg|thumb|Nail|x300px]] || [[File:Progear Gunner option type beta.gif|frameless]] || Wide || Fast || Fast|| Weak &lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Gamma ''' || [[File:Progear Rivet.jpg|thumb|Rivet|x300px]] || [[File:Progear Gunner option type gamma.gif|frameless]] || Homing || Medium || Medium || Strong&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gunner formation====&lt;br /&gt;
It is possible to change the formation of your gunner options by using some specific inputs during the gunner selection screen&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear system form normal alpha.jpg|frameless]] [[File:Progear system formation normal beta.jpg|frameless]] [[File:Progear system formation normal gamma.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
* '''Center up and down''': By pressing 2P start (or 1P start for 2P) while selecting the gunner,the gunner options will be up and down in the center. &lt;br /&gt;
&lt;br /&gt;
[[File:Progear Center up and down formation.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* '''Forward up and down''': By pressing both A and B buttons, while holding the 2P start (or 1P start for 2P) during the gunner selection, the gunner options will be up and down in front of the aircraft. 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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Forward up and down formation.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
====Change of clothes====&lt;br /&gt;
&lt;br /&gt;
By pressing 1P during the pilot or the gunner selection screen (or 2P as 2P), the clothes will be changed to 2P clothes (or 1P as 2P).&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Clothes change.jpg|thumb|center|1P Nail in 2P clothes]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear power up.jpg|center|frameless]] || '''Power Up'''&amp;lt;br/&amp;gt;Increases your attack power (max power after the 4th item)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear power max.jpg|center|frameless]] || '''Max Power Up'''&amp;lt;br/&amp;gt;Instantly grants max power (only appears after losing all lives)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear bomb.jpg|center|frameless]] || '''Bomb'''&amp;lt;br/&amp;gt;Increases your bomb stock by 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear diamond ring.jpg|center|frameless]] || '''Ring'''&amp;lt;br/&amp;gt;Produced when canceling bullet by killing enemies in fighter mode (shot)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear diamond stone.jpg|center|frameless]] || '''Stone/Jewel'''&amp;lt;br/&amp;gt;Produced when canceling bullet by killing enemies in gunner mode (option lock)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear 1UP mini.jpg|frameless|center]] || '''1-Up'''&amp;lt;br/&amp;gt;Rewards the player with one extra life&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
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) :&lt;br /&gt;
it reaches the right side of the screen&lt;br /&gt;
the jewel counter has run out&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage !! Jewels&lt;br /&gt;
|-&lt;br /&gt;
| 1st || 2000&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 4000&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 8000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 2nd loop || 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Extends and 1UP item===&lt;br /&gt;
&lt;br /&gt;
With the default settings, the player gets his first score extend at 3 million, then one every 4 million after. &lt;br /&gt;
&lt;br /&gt;
There is a hidden 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 a 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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear 1up GIF.gif|thumb|center|Hidden 1UP in stage 4]]&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
If the player hitbox collides with a bullet or an enemy hitbox, 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.&lt;br /&gt;
&lt;br /&gt;
But this does not always work. For example, on its final form, the 5th boss doesn't take any damage from the explosion.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
After clearing the 1st loop, if any of these requirements is met, the player will access the 2nd loop:&lt;br /&gt;
* number of bombs used is 2 or less.&lt;br /&gt;
* sum of bombs used and lives lost is 7 or less.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the 2nd loop, the jewel counter is doubled.&lt;br /&gt;
&lt;br /&gt;
Several changes occur during the 2nd loop compared to the 1st:&lt;br /&gt;
* The player cannot earn score extend anymore.&lt;br /&gt;
* The position and number of enemies is not exactly the same as in the 1rst loop&lt;br /&gt;
* When killed, the enemies will release revenge bullets aimed toward the player (but not completely straight at him)&lt;br /&gt;
* Every time the player dies, if the boss battle has not started, the player will start from the beginning of the current stage.&lt;br /&gt;
* Several bosses will have additional phases and attacks&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
===Jeweling===&lt;br /&gt;
Enemy bullets that are caught in enemies explosion disappear and become scoring items (rings or gems)&lt;br /&gt;
&lt;br /&gt;
If the player cancels bullets while being in Fighter mode (shot), the bullets will turn into ring 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).&lt;br /&gt;
&lt;br /&gt;
If the player cancels bullets while being in Gunner mode (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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The value of Rings and Jewels is shown in the following table: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value as&amp;lt;br/&amp;gt;Ring&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value as&amp;lt;br/&amp;gt;Jewel&lt;br /&gt;
|-&lt;br /&gt;
! Sprite !! Value !! Sprite !! Value&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Amethyst (small) || [[File:Progear amethyst ring small.jpg|frameless|center]] || 10 || [[File:Progear amethyst small.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Amethyst (medium) || [[File:Progear amethyst ring medium.jpg|frameless|center]] || 20 || [[File:Progear amethyst medium.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Amethyst (big) || [[File:Progear amethyst ring big.jpg|frameless|center]] || 30 || [[File:Progear amethyst big.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Ruby (small) || [[File:Progear ruby ring small.jpg|frameless|center]] || 40 || [[File:Progear ruby small.jpg|frameless|center]] || 20&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Ruby (medium) || [[File:Progear ruby ring medium.jpg|frameless|center]] || 50 || [[File:Progear ruby medium.jpg|frameless|center]] || 40&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Ruby (big) || [[File:Progear ruby ring big.jpg|frameless|center]] || 60 || [[File:Progear ruby big.jpg|frameless|center]] || 80&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Emerald (small) || [[File:Progear emerald ring small.jpg|frameless|center]] || 70 || [[File:Progear emerald small.jpg|frameless|center]] || 160&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Emerald (medium) || [[File:Progear emerald ring medium.jpg|frameless|center]] || 80 || [[File:Progear emerald medium.jpg|frameless|center]] || 320&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Emerald (big) || [[File:Progear emerald ring big.jpg|frameless|center]] || 90 || [[File:Progear emerald big.jpg|frameless|center]] || 640&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Diamond || [[File:Progear_diamond_ring.jpg|frameless|center]] || 100 || [[File:Progear_diamond_stone.jpg|frameless|center]] || 1280&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chain reactions===&lt;br /&gt;
When the player destroys an enemy in Gunner mode,bullets on the sprite of the explosion will be cancelled and turn into jewels. However, if some other bullets are close enough from these jewels, the cancel reaction might propagate. The propagation is easier the higher the value of the jewel is. There are several spots in the game where enemies keep shooting at the player and if the players leave them alive, it is possible to start a cancel reaction that will go on as long as the bullets are set up in a specific way allowing this to happen.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Gif chain reaction.gif|thumb|center|Chain reaction at the end of stage 1]]&lt;br /&gt;
&lt;br /&gt;
===Jewel counter===&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
===Bomb stacking===&lt;br /&gt;
&lt;br /&gt;
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. There is also an animation of children waving a flag next to the player bomb stock while this bonus is active.&lt;br /&gt;
&lt;br /&gt;
Stacking bombs increases the jewel counter by 10 000 (20 000 if the player is already in « x2 mode »).&lt;br /&gt;
&lt;br /&gt;
Usually, the lower limit of ring/jewel is small amethyst (level 1), but it rises as follows each time the stacking is repeated. Repeated stacking will allow the player to prepare diamond rings with a smaller number of bullets, making it easier to score and safer. This is especially useful during the second loop.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 1st time || Amethyst big (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 2nd time || Ruby small (Level 4)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 3rd time || Ruby big (Level 6)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 4th time || Emerald small (Level 7)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 5th time or more || Emerald big (Level 9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the player dies or uses a bomb, the lower limit of ring/jewel will return to small amethyst (level 1).&lt;br /&gt;
&lt;br /&gt;
===Shooting/Tick points===&lt;br /&gt;
When the player is in fighter mode, every time a bullet hits an enemy, the player will earn points according to the following formula :&lt;br /&gt;
&lt;br /&gt;
  Shooting point = (Jewel counter / 10000 (rounded down to the nearest whole number)) x 10 &lt;br /&gt;
&lt;br /&gt;
If the player is in « x2 mode », this number is multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
The notations such as &amp;quot;+10&amp;quot; and &amp;quot;+ 150 × 2&amp;quot; that sometimes appear on the jewel counter display indicate the shooting point.&lt;br /&gt;
That's why, for scoring optimisation, dealing damage to bosses at pointblank range using Shot is recommanded.&lt;br /&gt;
&lt;br /&gt;
===Stage clear bonus===&lt;br /&gt;
When the player clears a stage, he receives a score bonus equal to the jewel counter multiplied by 10. If the « x2 mode » is active (see Bomb stacking), this bonus is multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
===ALL clear bonus===&lt;br /&gt;
If the player clears both loops, he will receive a ALL clear bonus :&lt;br /&gt;
* 5 million points per remaining extend&lt;br /&gt;
* 1 million points per remaining bomb&lt;br /&gt;
* Jewel counter x 20&lt;br /&gt;
&lt;br /&gt;
2-5 also has a Stage clear bonus, so if the player clears, he will get both a STAGE clear bonus and an ALL clear bonus.&lt;br /&gt;
&lt;br /&gt;
==Affection system==&lt;br /&gt;
&lt;br /&gt;
The affection of the accompanying gunner to the pilot changes depending on the way the player plays . The affection level influences the gunner's facial expression and ending when clearing a stage, and the aircraft performance of specific combinations (Ring/Rivet and Bolt/Chain). &lt;br /&gt;
&lt;br /&gt;
The level of activity (ACTIVE), the level of safety (SAFE), and the level of Affection (LOVELY) are evaluated on a 73-point scale from 0 to 72, respectively.&lt;br /&gt;
&lt;br /&gt;
  Activity level (ACTIVE) = (activity level counter / 4096) x 72&lt;br /&gt;
  Safety level (SAVE) = ((safety level counter-near miss counter) / 100000) x 72&lt;br /&gt;
  Affection (LOVELY) = (activity level + safety level) / 2&lt;br /&gt;
&lt;br /&gt;
  Affection level =&lt;br /&gt;
    When ACTIVE is 72 and SAFETY is 72: LEVEL6&lt;br /&gt;
    When ACTIVE is 48 or higher and SAFETY is 48 or higher: LEVEL5&lt;br /&gt;
    When ACTIVE is 48 or higher and SAFETY is 24 or higher: LEVEL4 (Part 1)&lt;br /&gt;
    When ACTIVE is 24 or higher and SAFETY is 48 or higher: LEVEL4 (Part 2) &lt;br /&gt;
    When ACTIVE is 48 or more and SAFETY is less than 24: LEVEL3 (Part 1)&lt;br /&gt;
    When ACTIVE is less than 24 and SAFETY is 48 or more: LEVEL3 (Part 2) &lt;br /&gt;
    When ACTIVE is 24 or higher and SAFETY is 24 or higher: LEVEL3 (Part 3) &lt;br /&gt;
    When ACTIVE is 24 or more and SAFETY is less than 24: LEVEL2 (Part 1) &lt;br /&gt;
    When ACTIVE is less than 24 and SAFETY is 24 or more: LEVEL2 (Part 2) &lt;br /&gt;
    If ACTIVE is less than 24 and SAFETY is less than 24: LEVEL1&lt;br /&gt;
&lt;br /&gt;
===Activity counter (0 to 14524)===&lt;br /&gt;
&lt;br /&gt;
When the activity jewel counter, which will be described later, exceeds 128, a certain amount will be added each time jeweling is performed.&lt;br /&gt;
The value to be added varies from stage to stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 || Stage 2 || Stage 3 || Stage 4 || Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| 256 || 85 || 85 || 64 || 51&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is an upper limit to the number of additions for each stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|   ||Stage 1 || Stage 2 || Stage 3 || Stage 4 || Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| Maximum number of additions  || 6 times || 17 times || 17 times || 22 times || 28 times&lt;br /&gt;
|-&lt;br /&gt;
| Activity counter than can be acquired in this stage  || 1536 (256x6) || 1445 (85x17) || 1445 (85x17) || 1408 (64x22) || 1428 (51x28)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* After the addition, 128 will be subtracted to the jewel counter for activity .&lt;br /&gt;
* Even if the player makes a mistake or uses a continue, it will not decrease.&lt;br /&gt;
* if the player scores a little, he will reach the upper limit immediately, so it is difficult to see differences during different runs.&lt;br /&gt;
* When the activity counter is 4096 or more, the activity level will be 72 (MAX level) (achieved on stage 3 in the best case).&lt;br /&gt;
&lt;br /&gt;
===Jewel counter for activity===&lt;br /&gt;
&lt;br /&gt;
When a ring or jewel appears by jeweling, the following values ​​are added (subtracted) for each ring / jewel (regardless of whether it is collected or not). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  Jewel || Best couple || Other than the best couple&lt;br /&gt;
|-&lt;br /&gt;
| Ring || -1 || -1 &lt;br /&gt;
|-&lt;br /&gt;
| Amethyst jewel || -1 || -1 &lt;br /&gt;
|-&lt;br /&gt;
| Ruby jewel || +3 || +2&lt;br /&gt;
|-&lt;br /&gt;
| Emerald jewel || +4 || +3&lt;br /&gt;
|-&lt;br /&gt;
| Diamond jewel || +6 || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When the activity jewel counter exceeds 128, the activity counter increases by a certain amount and the activity jewel counter is subtracted by 128.&lt;br /&gt;
&lt;br /&gt;
===Safety counter (-10000 to 150000)===&lt;br /&gt;
&lt;br /&gt;
The safety counter is calculated from the following five factors. &lt;br /&gt;
&lt;br /&gt;
  Safety counter =&lt;br /&gt;
    ＋ Initial value (33000 or 5000)&lt;br /&gt;
    ＋ Positioning of the aircraft (-10 to +5 for each frame)&lt;br /&gt;
    ＋ Enemy left (-4 per frame when considered to be dangerous enemy left)&lt;br /&gt;
    ＋ Bomb (+6000 per bomb use)&lt;br /&gt;
    ＋ Miss (-10000 per death)&lt;br /&gt;
    - Near-Miss Counter &lt;br /&gt;
&lt;br /&gt;
'''Initial value'''&lt;br /&gt;
&lt;br /&gt;
The initial value of the safety counter is different depending on the compatibility of the Pilot/Gunner couple. Ring/Chain and Bolt/Nail which are the best couples start at 33000, and the other couples start at 5000. After using a continue, the safety counter is reset to its initial value.&lt;br /&gt;
&lt;br /&gt;
'''Positioning of the aircraft'''&lt;br /&gt;
&lt;br /&gt;
The safety counter increases or decreases depending on where the aircraft is located in each area where the x-axis is divided into 23. The amount of increase / decrease per frame is set as follows. &lt;br /&gt;
&lt;br /&gt;
1, 2, 3, 4, 5, 5, 2, 2, 1, 1, 0, -1, -1, -2, -2, -4, -4, -6, -6, -8,- 8, -10, -10&lt;br /&gt;
&lt;br /&gt;
The fastest increase in safety is in the area where 5 is set, which is roughly between the green lines in the image below. &lt;br /&gt;
&lt;br /&gt;
[[File:Progear Safety area.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
During the bomb, the safety counter will stop increasing or decreasing due to the positioning of the aircraft. &lt;br /&gt;
&lt;br /&gt;
'''Enemy left'''&lt;br /&gt;
&lt;br /&gt;
When all of the following conditions are met, the safety counter will decrease by -4 per frame.&lt;br /&gt;
* Enemy approaching the player&lt;br /&gt;
* The player didn't shot i the last 75 frames&lt;br /&gt;
* There are 6 or more enemy sprites (medium / large enemies have multiple sprites, and some of the sprites used in background animation etc. are included in this count).&lt;br /&gt;
* 20 or more enemy bullets&lt;br /&gt;
&lt;br /&gt;
'''Near miss counter (0-50000)'''&lt;br /&gt;
&lt;br /&gt;
The number of enemy bullets judged to be close to the aircraft is counted every 2 frames and added.&lt;br /&gt;
+2 will be added for each bullet, but only +1 during boss battles.&lt;br /&gt;
Even after a death or continue, it will not decrease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The safety level becomes 72 (MAX level) when the safety level reaches 100,000.&lt;br /&gt;
&lt;br /&gt;
===Gunner's facial expression===&lt;br /&gt;
&lt;br /&gt;
The Gunner's facial expression changes depending on the level of affection when clearing STAGE.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  Affection Level || Chain || Nail || Rivet&lt;br /&gt;
|-&lt;br /&gt;
|   Level 1 || [[File:Affection Chain level 1.png|frameless|center]] || [[File:Affection Ring level 1.png|frameless|center]] || [[File:Affection Rivet level 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 2 (Part 1) || [[File:Affection Chain level 2 part 1.png|frameless|center]] || [[File:Affection Nail level 2 part 1.png|frameless|center]] || [[File:Affection Rivet level 2 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 2 (Part 2) || [[File:Affection Chain level 2 part 2.png|frameless|center]] || [[File:Affection Nail level 2 part 2.png|frameless|center]] || [[File:Affection Rivet level 2 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 1) || [[File:Affection Chain level 3 part 1.png|frameless|center]] || [[File:Affection Nail level 3 part 1.png|frameless|center]] || [[File:Affection Rivet level 3 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 2) || [[File:Affection Rivet level 3 part 2.png|frameless|center]] || [[File:Affection Nail level 3 part 2.png|frameless|center]] || [[File:Affection Chain level 3 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 3) || [[File:Affection Chain level 3 part 3.png|frameless|center]] || [[File:Affection Nail level 3 part 3.png|frameless|center]] || [[File:Affection Rivet level 3 part 3.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 4 (Part 1) || [[File:Affection Chain level 4 part 1.png|frameless|center]] || [[File:Affection Nail level 4 part 1.png|frameless|center]] || [[File:Affection Rivet level 4 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 4 (Part 2) || [[File:Affection Chain level 4 part 2.png|frameless|center]] || [[File:Affection Nail level 4 part 2.png|frameless|center]] || [[File:Affection Rivet level 4 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 5 || [[File:Affection Chain level 5 .png|frameless|center]] || [[File:Affection Nail level 5 .png|frameless|center]] || [[File:Affection Rivet level 5 .png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 6 || [[File:Affection Chain level 6.png|frameless|center]] || [[File:Affection Nail level 6.png|frameless|center]] || [[File:Affection Rivet level 6.png|frameless|center]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ending===&lt;br /&gt;
After a clear, if the Affection level is LEVEL 4 or less, it will be a normal ending. If it is LEVEL 5 or more, it will be a true ending.&lt;br /&gt;
If the player clears both loops without using a continue, he will always get a true ending.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
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 &amp;quot;The Professional Gear&amp;quot;, or just &amp;quot;Progear&amp;quot;. 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 &amp;quot;the Motorouin&amp;quot; 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 &amp;quot;The Punishment of the Sages&amp;quot;.&lt;br /&gt;
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 &amp;quot;Gun Flyer&amp;quot; and installed it in all of their planes. The Storm of Progear was about to begin!&lt;br /&gt;
&lt;br /&gt;
== Development Team ==&lt;br /&gt;
'''Cave'''&lt;br /&gt;
* Producer = Kenichi Takano&lt;br /&gt;
* Director = Junya Inoue&lt;br /&gt;
* Program = Tsuneki Ikeda,Satoshi Kouyama,Takashi Ishimura&lt;br /&gt;
* Designers = Akira Wakabayashi,Hiroyuki Tanaka,Fusayuki Watariguchi,Kengo Arai&lt;br /&gt;
* Sound producer = Junya Inoue&lt;br /&gt;
* Music = Yukinori Kikuchi&lt;br /&gt;
* Sound effecter = Ryuichi Yabuki&lt;br /&gt;
* Special assist = Tosiaki Tomizawa&lt;br /&gt;
* Character voice = Mitsuo Furusawa&amp;lt;,Junya Inoue,Aki Sibata,Midori Katou,Masayo Hirasaka&lt;br /&gt;
* Special thanks = Yasushi Imai&lt;br /&gt;
* Character &amp;amp; mechanic design = Junya Inoue&lt;br /&gt;
&lt;br /&gt;
'''Capcom'''&lt;br /&gt;
* Producer = Tatsuya Minami&lt;br /&gt;
* Support research &amp;amp; development : Tomoshi Sadamoto&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
The game has two official version : the Japanese version which was the original version of the game and the US version.&lt;br /&gt;
The US version removes all of the voice acting from characters. &lt;br /&gt;
In the Japanese, enemies have more health and shoot more bullets.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
[[Progear_no_Arashi/Video_Index|Video index for Progear no Arashi]]&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Scoring info and formatting work provided by [[User:Juju Kenobi|Juju Kenobi]] &lt;br /&gt;
# Scoring info https://w.atwiki.jp/progear/&lt;br /&gt;
# Item and characters sprites taken from http://http://www.world-of-arcades.net/Cave/Progear/Characters.htm&lt;/div&gt;</summary>
		<author><name>Juju Kenobi</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Progear_no_Arashi&amp;diff=8955</id>
		<title>Progear no Arashi</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Progear_no_Arashi&amp;diff=8955"/>
		<updated>2021-04-12T06:08:16Z</updated>

		<summary type="html">&lt;p&gt;Juju Kenobi: /* Safety counter (-10000 to 150000) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Progear logo.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #6dc2ca&lt;br /&gt;
| innerbordercolor = #eeeeac&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #fefafb&lt;br /&gt;
| image = Progear poster.jpg&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagescalepx = 180px&lt;br /&gt;
| developer = [[CAVE]]&lt;br /&gt;
| music = Yukinori Kikuchi&lt;br /&gt;
| program = Tsuneki Ikeda&amp;lt;br/&amp;gt;Satoshi Kouyama&amp;lt;br/&amp;gt;Takashi Ishimura&lt;br /&gt;
| art = Junya Inoue&lt;br /&gt;
| releasedate =  January 17, 2001&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''[[Progear no Arashi]]''(プロギアの嵐, &amp;quot;Storm of Progear&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Progear is a three-button shooter. Button C is disabled by default but can be enabled in the service menu.&lt;br /&gt;
&lt;br /&gt;
There are five stages in the game, with a second loop beginning at the end of stage five if one  of the requirements for the 2nd loop is met. Upon reaching the end of the second loop, the player will fight the True Last Boss. &lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''A (Press):''' '''Fighter mode''' Fires the standard shot weapon.&lt;br /&gt;
* '''A (Hold):''' '''Gunner mode''' Fires the ship's &amp;quot;focus&amp;quot; fire, using the gunner options, locking onto the closest enemies until they are destroyed or the A button is realesed&lt;br /&gt;
* '''B:''' Detonates a Bomb if there is at least one bomb in stock&lt;br /&gt;
* '''C''': Auto-fire for the player's standard spread shot.&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships  ===&lt;br /&gt;
====Fighter/Pilot selection====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Ship&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pilot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Aircraft&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Speed&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Power&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | position&amp;lt;br/&amp;gt;of hitbox&lt;br /&gt;
|-&lt;br /&gt;
! Pointblank !! Far &lt;br /&gt;
|-&lt;br /&gt;
| '''Fighter Type-A GAMBLER ''' || [[File:Ring.jpg|thumb|Ring|x300px]] || [[File:Progear Plane A.gif|frameless]] || Normal || Wide Shot|| Strong|| Weak  || [[File:Progear hitbox gambler.png|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Fighter Type-B MILITANT''' || [[File:Progear Bolt.jpg|thumb|Bolt|x300px]] || [[File:Progear Plane B.gif|frameless]] || Fast || Straight Shot|| Medium || Medium  || [[File:Progear hitbox militant.png|frameless]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
====Gunner selection====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gunner !! Co-pilot !! Gunner option !! Fire !! Speed in&amp;lt;br/&amp;gt;gunner mode !! Lock speed !! Power&lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Alpha''' || [[File:Progear Chain.jpg|thumb|Chain|x300px]] || [[File:Progear Gunner option type alpha.gif|frameless]] || Straight || Slow || Slow|| Strong&lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Beta''' || [[File:Progear Nail.jpg|thumb|Nail|x300px]] || [[File:Progear Gunner option type beta.gif|frameless]] || Wide || Fast || Fast|| Weak &lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Gamma ''' || [[File:Progear Rivet.jpg|thumb|Rivet|x300px]] || [[File:Progear Gunner option type gamma.gif|frameless]] || Homing || Medium || Medium || Strong&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gunner formation====&lt;br /&gt;
It is possible to change the formation of your gunner options by using some specific inputs during the gunner selection screen&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear system form normal alpha.jpg|frameless]] [[File:Progear system formation normal beta.jpg|frameless]] [[File:Progear system formation normal gamma.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
* '''Center up and down''': By pressing 2P start (or 1P start for 2P) while selecting the gunner,the gunner options will be up and down in the center. &lt;br /&gt;
&lt;br /&gt;
[[File:Progear Center up and down formation.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* '''Forward up and down''': By pressing both A and B buttons, while holding the 2P start (or 1P start for 2P) during the gunner selection, the gunner options will be up and down in front of the aircraft. 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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Forward up and down formation.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
====Change of clothes====&lt;br /&gt;
&lt;br /&gt;
By pressing 1P during the pilot or the gunner selection screen (or 2P as 2P), the clothes will be changed to 2P clothes (or 1P as 2P).&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Clothes change.jpg|thumb|center|1P Nail in 2P clothes]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear power up.jpg|center|frameless]] || '''Power Up'''&amp;lt;br/&amp;gt;Increases your attack power (max power after the 4th item)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear power max.jpg|center|frameless]] || '''Max Power Up'''&amp;lt;br/&amp;gt;Instantly grants max power (only appears after losing all lives)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear bomb.jpg|center|frameless]] || '''Bomb'''&amp;lt;br/&amp;gt;Increases your bomb stock by 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear diamond ring.jpg|center|frameless]] || '''Ring'''&amp;lt;br/&amp;gt;Produced when canceling bullet by killing enemies in fighter mode (shot)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear diamond stone.jpg|center|frameless]] || '''Stone/Jewel'''&amp;lt;br/&amp;gt;Produced when canceling bullet by killing enemies in gunner mode (option lock)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear 1UP mini.jpg|frameless|center]] || '''1-Up'''&amp;lt;br/&amp;gt;Rewards the player with one extra life&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
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) :&lt;br /&gt;
it reaches the right side of the screen&lt;br /&gt;
the jewel counter has run out&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage !! Jewels&lt;br /&gt;
|-&lt;br /&gt;
| 1st || 2000&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 4000&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 8000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 2nd loop || 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Extends and 1UP item===&lt;br /&gt;
&lt;br /&gt;
With the default settings, the player gets his first score extend at 3 million, then one every 4 million after. &lt;br /&gt;
&lt;br /&gt;
There is a hidden 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 a 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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear 1up GIF.gif|thumb|center|Hidden 1UP in stage 4]]&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
If the player hitbox collides with a bullet or an enemy hitbox, 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.&lt;br /&gt;
&lt;br /&gt;
But this does not always work. For example, on its final form, the 5th boss doesn't take any damage from the explosion.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
After clearing the 1st loop, if any of these requirements is met, the player will access the 2nd loop:&lt;br /&gt;
* number of bombs used is 2 or less.&lt;br /&gt;
* sum of bombs used and lives lost is 7 or less.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the 2nd loop, the jewel counter is doubled.&lt;br /&gt;
&lt;br /&gt;
Several changes occur during the 2nd loop compared to the 1st:&lt;br /&gt;
* The player cannot earn score extend anymore.&lt;br /&gt;
* The position and number of enemies is not exactly the same as in the 1rst loop&lt;br /&gt;
* When killed, the enemies will release revenge bullets aimed toward the player (but not completely straight at him)&lt;br /&gt;
* Every time the player dies, if the boss battle has not started, the player will start from the beginning of the current stage.&lt;br /&gt;
* Several bosses will have additional phases and attacks&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
===Jeweling===&lt;br /&gt;
Enemy bullets that are caught in enemies explosion disappear and become scoring items (rings or gems)&lt;br /&gt;
&lt;br /&gt;
If the player cancels bullets while being in Fighter mode (shot), the bullets will turn into ring 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).&lt;br /&gt;
&lt;br /&gt;
If the player cancels bullets while being in Gunner mode (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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The value of Rings and Jewels is shown in the following table: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value as&amp;lt;br/&amp;gt;Ring&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value as&amp;lt;br/&amp;gt;Jewel&lt;br /&gt;
|-&lt;br /&gt;
! Sprite !! Value !! Sprite !! Value&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Amethyst (small) || [[File:Progear amethyst ring small.jpg|frameless|center]] || 10 || [[File:Progear amethyst small.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Amethyst (medium) || [[File:Progear amethyst ring medium.jpg|frameless|center]] || 20 || [[File:Progear amethyst medium.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Amethyst (big) || [[File:Progear amethyst ring big.jpg|frameless|center]] || 30 || [[File:Progear amethyst big.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Ruby (small) || [[File:Progear ruby ring small.jpg|frameless|center]] || 40 || [[File:Progear ruby small.jpg|frameless|center]] || 20&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Ruby (medium) || [[File:Progear ruby ring medium.jpg|frameless|center]] || 50 || [[File:Progear ruby medium.jpg|frameless|center]] || 40&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Ruby (big) || [[File:Progear ruby ring big.jpg|frameless|center]] || 60 || [[File:Progear ruby big.jpg|frameless|center]] || 80&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Emerald (small) || [[File:Progear emerald ring small.jpg|frameless|center]] || 70 || [[File:Progear emerald small.jpg|frameless|center]] || 160&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Emerald (medium) || [[File:Progear emerald ring medium.jpg|frameless|center]] || 80 || [[File:Progear emerald medium.jpg|frameless|center]] || 320&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Emerald (big) || [[File:Progear emerald ring big.jpg|frameless|center]] || 90 || [[File:Progear emerald big.jpg|frameless|center]] || 640&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Diamond || [[File:Progear_diamond_ring.jpg|frameless|center]] || 100 || [[File:Progear_diamond_stone.jpg|frameless|center]] || 1280&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chain reactions===&lt;br /&gt;
When the player destroys an enemy in Gunner mode,bullets on the sprite of the explosion will be cancelled and turn into jewels. However, if some other bullets are close enough from these jewels, the cancel reaction might propagate. The propagation is easier the higher the value of the jewel is. There are several spots in the game where enemies keep shooting at the player and if the players leave them alive, it is possible to start a cancel reaction that will go on as long as the bullets are set up in a specific way allowing this to happen.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Gif chain reaction.gif|thumb|center|Chain reaction at the end of stage 1]]&lt;br /&gt;
&lt;br /&gt;
===Jewel counter===&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
===Bomb stacking===&lt;br /&gt;
&lt;br /&gt;
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. There is also an animation of children waving a flag next to the player bomb stock while this bonus is active.&lt;br /&gt;
&lt;br /&gt;
Stacking bombs increases the jewel counter by 10 000 (20 000 if the player is already in « x2 mode »).&lt;br /&gt;
&lt;br /&gt;
Usually, the lower limit of ring/jewel is small amethyst (level 1), but it rises as follows each time the stacking is repeated. Repeated stacking will allow the player to prepare diamond rings with a smaller number of bullets, making it easier to score and safer. This is especially useful during the second loop.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 1st time || Amethyst big (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 2nd time || Ruby small (Level 4)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 3rd time || Ruby big (Level 6)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 4th time || Emerald small (Level 7)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 5th time or more || Emerald big (Level 9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the player dies or uses a bomb, the lower limit of ring/jewel will return to small amethyst (level 1).&lt;br /&gt;
&lt;br /&gt;
===Shooting/Tick points===&lt;br /&gt;
When the player is in fighter mode, every time a bullet hits an enemy, the player will earn points according to the following formula :&lt;br /&gt;
&lt;br /&gt;
  Shooting point = (Jewel counter / 10000 (rounded down to the nearest whole number)) x 10 &lt;br /&gt;
&lt;br /&gt;
If the player is in « x2 mode », this number is multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
The notations such as &amp;quot;+10&amp;quot; and &amp;quot;+ 150 × 2&amp;quot; that sometimes appear on the jewel counter display indicate the shooting point.&lt;br /&gt;
That's why, for scoring optimisation, dealing damage to bosses at pointblank range using Shot is recommanded.&lt;br /&gt;
&lt;br /&gt;
===Stage clear bonus===&lt;br /&gt;
When the player clears a stage, he receives a score bonus equal to the jewel counter multiplied by 10. If the « x2 mode » is active (see Bomb stacking), this bonus is multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
===ALL clear bonus===&lt;br /&gt;
If the player clears both loops, he will receive a ALL clear bonus :&lt;br /&gt;
* 5 million points per remaining extend&lt;br /&gt;
* 1 million points per remaining bomb&lt;br /&gt;
* Jewel counter x 20&lt;br /&gt;
&lt;br /&gt;
2-5 also has a Stage clear bonus, so if the player clears, he will get both a STAGE clear bonus and an ALL clear bonus.&lt;br /&gt;
&lt;br /&gt;
==Affection system==&lt;br /&gt;
&lt;br /&gt;
The affection of the accompanying gunner to the pilot changes depending on the way the player plays . The affection level influences the gunner's facial expression and ending when clearing a stage, and the aircraft performance of specific combinations (Ring/Rivet and Bolt/Chain). &lt;br /&gt;
&lt;br /&gt;
The level of activity (ACTIVE), the level of safety (SAFE), and the level of Affection (LOVELY) are evaluated on a 73-point scale from 0 to 72, respectively.&lt;br /&gt;
&lt;br /&gt;
  Activity level (ACTIVE) = (activity level counter / 4096) x 72&lt;br /&gt;
  Safety level (SAVE) = ((safety level counter-near miss counter) / 100000) x 72&lt;br /&gt;
  Affection (LOVELY) = (activity level + safety level) / 2&lt;br /&gt;
&lt;br /&gt;
  Affection level =&lt;br /&gt;
    When ACTIVE is 72 and SAFETY is 72: LEVEL6&lt;br /&gt;
    When ACTIVE is 48 or higher and SAFETY is 48 or higher: LEVEL5&lt;br /&gt;
    When ACTIVE is 48 or higher and SAFETY is 24 or higher: LEVEL4 (Part 1)&lt;br /&gt;
    When ACTIVE is 24 or higher and SAFETY is 48 or higher: LEVEL4 (Part 2) &lt;br /&gt;
    When ACTIVE is 48 or more and SAFETY is less than 24: LEVEL3 (Part 1)&lt;br /&gt;
    When ACTIVE is less than 24 and SAFETY is 48 or more: LEVEL3 (Part 2) &lt;br /&gt;
    When ACTIVE is 24 or higher and SAFETY is 24 or higher: LEVEL3 (Part 3) &lt;br /&gt;
    When ACTIVE is 24 or more and SAFETY is less than 24: LEVEL2 (Part 1) &lt;br /&gt;
    When ACTIVE is less than 24 and SAFETY is 24 or more: LEVEL2 (Part 2) &lt;br /&gt;
    If ACTIVE is less than 24 and SAFETY is less than 24: LEVEL1&lt;br /&gt;
&lt;br /&gt;
===Activity counter (0 to 14524)===&lt;br /&gt;
&lt;br /&gt;
When the activity jewel counter, which will be described later, exceeds 128, a certain amount will be added each time jeweling is performed.&lt;br /&gt;
The value to be added varies from stage to stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 || Stage 2 || Stage 3 || Stage 4 || Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| 256 || 85 || 85 || 64 || 51&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is an upper limit to the number of additions for each stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|   ||Stage 1 || Stage 2 || Stage 3 || Stage 4 || Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| Maximum number of additions  || 6 times || 17 times || 17 times || 22 times || 28 times&lt;br /&gt;
|-&lt;br /&gt;
| Activity counter than can be acquired in this stage  || 1536 (256x6) || 1445 (85x17) || 1445 (85x17) || 1408 (64x22) || 1428 (51x28)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* After the addition, 128 will be subtracted to the jewel counter for activity .&lt;br /&gt;
* Even if the player makes a mistake or uses a continue, it will not decrease.&lt;br /&gt;
* if the player scores a little, he will reach the upper limit immediately, so it is difficult to see differences during different runs.&lt;br /&gt;
* When the activity counter is 4096 or more, the activity level will be 72 (MAX level) (achieved on stage 3 in the best case).&lt;br /&gt;
&lt;br /&gt;
===Jewel counter for activity===&lt;br /&gt;
&lt;br /&gt;
When a ring or jewel appears by jeweling, the following values ​​are added (subtracted) for each ring / jewel (regardless of whether it is collected or not). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  Jewel || Best couple || Other than the best couple&lt;br /&gt;
|-&lt;br /&gt;
| Ring || -1 || -1 &lt;br /&gt;
|-&lt;br /&gt;
| Amethyst jewel || -1 || -1 &lt;br /&gt;
|-&lt;br /&gt;
| Ruby jewel || +3 || +2&lt;br /&gt;
|-&lt;br /&gt;
| Emerald jewel || +4 || +3&lt;br /&gt;
|-&lt;br /&gt;
| Diamond jewel || +6 || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When the activity jewel counter exceeds 128, the activity counter increases by a certain amount and the activity jewel counter is subtracted by 128.&lt;br /&gt;
&lt;br /&gt;
===Safety counter (-10000 to 150000)===&lt;br /&gt;
&lt;br /&gt;
The safety counter is calculated from the following five factors. &lt;br /&gt;
&lt;br /&gt;
  Safety counter =&lt;br /&gt;
    ＋ Initial value (33000 or 5000)&lt;br /&gt;
    ＋ Positioning of the aircraft (-10 to +5 for each frame)&lt;br /&gt;
    ＋ Enemy left (-4 per frame when considered to be dangerous enemy left)&lt;br /&gt;
    ＋ Bomb (+6000 per bomb use)&lt;br /&gt;
    ＋ Miss (-10000 per death)&lt;br /&gt;
    - Near-Miss Counter &lt;br /&gt;
&lt;br /&gt;
'''initial value'''&lt;br /&gt;
&lt;br /&gt;
The initial value of the safety counter is different depending on the compatibility of the Pilot/Gunner couple. Ring/Chain and Bolt/Nail which are the best couples start at 33000, and the other couples start at 5000. After using a continue, the safety counter is reset to its initial value.&lt;br /&gt;
&lt;br /&gt;
'''Positioning of the aircraft'''&lt;br /&gt;
&lt;br /&gt;
The safety counter increases or decreases depending on where the aircraft is located in each area where the x-axis is divided into 23. The amount of increase / decrease per frame is set as follows. &lt;br /&gt;
&lt;br /&gt;
1, 2, 3, 4, 5, 5, 2, 2, 1, 1, 0, -1, -1, -2, -2, -4, -4, -6, -6, -8,- 8, -10, -10&lt;br /&gt;
&lt;br /&gt;
The fastest increase in safety is in the area where 5 is set, which is roughly between the green lines in the image below. &lt;br /&gt;
&lt;br /&gt;
[[File:Progear Safety area.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
During the bomb, the safety counter will stop increasing or decreasing due to the positioning of the aircraft. &lt;br /&gt;
&lt;br /&gt;
'''Enemy left'''&lt;br /&gt;
&lt;br /&gt;
When all of the following conditions are met, the safety counter will decrease by -4 per frame.&lt;br /&gt;
* Enemy approaching the player&lt;br /&gt;
* The player didn't shot i the last 75 frames&lt;br /&gt;
* There are 6 or more enemy sprites (medium / large enemies have multiple sprites, and some of the sprites used in background animation etc. are included in this count).&lt;br /&gt;
* 20 or more enemy bullets&lt;br /&gt;
&lt;br /&gt;
'''Near miss counter (0-50000)'''&lt;br /&gt;
&lt;br /&gt;
The number of enemy bullets judged to be close to the aircraft is counted every 2 frames and added.&lt;br /&gt;
+2 will be added for each bullet, but only +1 during boss battles.&lt;br /&gt;
Even after a death or continue, it will not decrease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The safety level becomes 72 (MAX level) when the safety level reaches 100,000.&lt;br /&gt;
&lt;br /&gt;
===Gunner's facial expression===&lt;br /&gt;
&lt;br /&gt;
The Gunner's facial expression changes depending on the level of affection when clearing STAGE.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  Affection Level || Chain || Nail || Rivet&lt;br /&gt;
|-&lt;br /&gt;
|   Level 1 || [[File:Affection Chain level 1.png|frameless|center]] || [[File:Affection Ring level 1.png|frameless|center]] || [[File:Affection Rivet level 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 2 (Part 1) || [[File:Affection Chain level 2 part 1.png|frameless|center]] || [[File:Affection Nail level 2 part 1.png|frameless|center]] || [[File:Affection Rivet level 2 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 2 (Part 2) || [[File:Affection Chain level 2 part 2.png|frameless|center]] || [[File:Affection Nail level 2 part 2.png|frameless|center]] || [[File:Affection Rivet level 2 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 1) || [[File:Affection Chain level 3 part 1.png|frameless|center]] || [[File:Affection Nail level 3 part 1.png|frameless|center]] || [[File:Affection Rivet level 3 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 2) || [[File:Affection Rivet level 3 part 2.png|frameless|center]] || [[File:Affection Nail level 3 part 2.png|frameless|center]] || [[File:Affection Chain level 3 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 3) || [[File:Affection Chain level 3 part 3.png|frameless|center]] || [[File:Affection Nail level 3 part 3.png|frameless|center]] || [[File:Affection Rivet level 3 part 3.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 4 (Part 1) || [[File:Affection Chain level 4 part 1.png|frameless|center]] || [[File:Affection Nail level 4 part 1.png|frameless|center]] || [[File:Affection Rivet level 4 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 4 (Part 2) || [[File:Affection Chain level 4 part 2.png|frameless|center]] || [[File:Affection Nail level 4 part 2.png|frameless|center]] || [[File:Affection Rivet level 4 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 5 || [[File:Affection Chain level 5 .png|frameless|center]] || [[File:Affection Nail level 5 .png|frameless|center]] || [[File:Affection Rivet level 5 .png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 6 || [[File:Affection Chain level 6.png|frameless|center]] || [[File:Affection Nail level 6.png|frameless|center]] || [[File:Affection Rivet level 6.png|frameless|center]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ending===&lt;br /&gt;
After a clear, if the Affection level is LEVEL 4 or less, it will be a normal ending. If it is LEVEL 5 or more, it will be a true ending.&lt;br /&gt;
If the player clears both loops without using a continue, he will always get a true ending.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
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 &amp;quot;The Professional Gear&amp;quot;, or just &amp;quot;Progear&amp;quot;. 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 &amp;quot;the Motorouin&amp;quot; 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 &amp;quot;The Punishment of the Sages&amp;quot;.&lt;br /&gt;
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 &amp;quot;Gun Flyer&amp;quot; and installed it in all of their planes. The Storm of Progear was about to begin!&lt;br /&gt;
&lt;br /&gt;
== Development Team ==&lt;br /&gt;
'''Cave'''&lt;br /&gt;
* Producer = Kenichi Takano&lt;br /&gt;
* Director = Junya Inoue&lt;br /&gt;
* Program = Tsuneki Ikeda,Satoshi Kouyama,Takashi Ishimura&lt;br /&gt;
* Designers = Akira Wakabayashi,Hiroyuki Tanaka,Fusayuki Watariguchi,Kengo Arai&lt;br /&gt;
* Sound producer = Junya Inoue&lt;br /&gt;
* Music = Yukinori Kikuchi&lt;br /&gt;
* Sound effecter = Ryuichi Yabuki&lt;br /&gt;
* Special assist = Tosiaki Tomizawa&lt;br /&gt;
* Character voice = Mitsuo Furusawa&amp;lt;,Junya Inoue,Aki Sibata,Midori Katou,Masayo Hirasaka&lt;br /&gt;
* Special thanks = Yasushi Imai&lt;br /&gt;
* Character &amp;amp; mechanic design = Junya Inoue&lt;br /&gt;
&lt;br /&gt;
'''Capcom'''&lt;br /&gt;
* Producer = Tatsuya Minami&lt;br /&gt;
* Support research &amp;amp; development : Tomoshi Sadamoto&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
The game has two official version : the Japanese version which was the original version of the game and the US version.&lt;br /&gt;
The US version removes all of the voice acting from characters. &lt;br /&gt;
In the Japanese, enemies have more health and shoot more bullets.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
[[Progear_no_Arashi/Video_Index|Video index for Progear no Arashi]]&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Scoring info and formatting work provided by [[User:Juju Kenobi|Juju Kenobi]] &lt;br /&gt;
# Scoring info https://w.atwiki.jp/progear/&lt;br /&gt;
# Item and characters sprites taken from http://http://www.world-of-arcades.net/Cave/Progear/Characters.htm&lt;/div&gt;</summary>
		<author><name>Juju Kenobi</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Progear_no_Arashi&amp;diff=8954</id>
		<title>Progear no Arashi</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Progear_no_Arashi&amp;diff=8954"/>
		<updated>2021-04-12T06:07:20Z</updated>

		<summary type="html">&lt;p&gt;Juju Kenobi: /* Activity counter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Progear logo.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #6dc2ca&lt;br /&gt;
| innerbordercolor = #eeeeac&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #fefafb&lt;br /&gt;
| image = Progear poster.jpg&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagescalepx = 180px&lt;br /&gt;
| developer = [[CAVE]]&lt;br /&gt;
| music = Yukinori Kikuchi&lt;br /&gt;
| program = Tsuneki Ikeda&amp;lt;br/&amp;gt;Satoshi Kouyama&amp;lt;br/&amp;gt;Takashi Ishimura&lt;br /&gt;
| art = Junya Inoue&lt;br /&gt;
| releasedate =  January 17, 2001&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''[[Progear no Arashi]]''(プロギアの嵐, &amp;quot;Storm of Progear&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Progear is a three-button shooter. Button C is disabled by default but can be enabled in the service menu.&lt;br /&gt;
&lt;br /&gt;
There are five stages in the game, with a second loop beginning at the end of stage five if one  of the requirements for the 2nd loop is met. Upon reaching the end of the second loop, the player will fight the True Last Boss. &lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''A (Press):''' '''Fighter mode''' Fires the standard shot weapon.&lt;br /&gt;
* '''A (Hold):''' '''Gunner mode''' Fires the ship's &amp;quot;focus&amp;quot; fire, using the gunner options, locking onto the closest enemies until they are destroyed or the A button is realesed&lt;br /&gt;
* '''B:''' Detonates a Bomb if there is at least one bomb in stock&lt;br /&gt;
* '''C''': Auto-fire for the player's standard spread shot.&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships  ===&lt;br /&gt;
====Fighter/Pilot selection====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Ship&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pilot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Aircraft&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Speed&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Power&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | position&amp;lt;br/&amp;gt;of hitbox&lt;br /&gt;
|-&lt;br /&gt;
! Pointblank !! Far &lt;br /&gt;
|-&lt;br /&gt;
| '''Fighter Type-A GAMBLER ''' || [[File:Ring.jpg|thumb|Ring|x300px]] || [[File:Progear Plane A.gif|frameless]] || Normal || Wide Shot|| Strong|| Weak  || [[File:Progear hitbox gambler.png|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Fighter Type-B MILITANT''' || [[File:Progear Bolt.jpg|thumb|Bolt|x300px]] || [[File:Progear Plane B.gif|frameless]] || Fast || Straight Shot|| Medium || Medium  || [[File:Progear hitbox militant.png|frameless]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
====Gunner selection====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gunner !! Co-pilot !! Gunner option !! Fire !! Speed in&amp;lt;br/&amp;gt;gunner mode !! Lock speed !! Power&lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Alpha''' || [[File:Progear Chain.jpg|thumb|Chain|x300px]] || [[File:Progear Gunner option type alpha.gif|frameless]] || Straight || Slow || Slow|| Strong&lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Beta''' || [[File:Progear Nail.jpg|thumb|Nail|x300px]] || [[File:Progear Gunner option type beta.gif|frameless]] || Wide || Fast || Fast|| Weak &lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Gamma ''' || [[File:Progear Rivet.jpg|thumb|Rivet|x300px]] || [[File:Progear Gunner option type gamma.gif|frameless]] || Homing || Medium || Medium || Strong&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gunner formation====&lt;br /&gt;
It is possible to change the formation of your gunner options by using some specific inputs during the gunner selection screen&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear system form normal alpha.jpg|frameless]] [[File:Progear system formation normal beta.jpg|frameless]] [[File:Progear system formation normal gamma.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
* '''Center up and down''': By pressing 2P start (or 1P start for 2P) while selecting the gunner,the gunner options will be up and down in the center. &lt;br /&gt;
&lt;br /&gt;
[[File:Progear Center up and down formation.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* '''Forward up and down''': By pressing both A and B buttons, while holding the 2P start (or 1P start for 2P) during the gunner selection, the gunner options will be up and down in front of the aircraft. 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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Forward up and down formation.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
====Change of clothes====&lt;br /&gt;
&lt;br /&gt;
By pressing 1P during the pilot or the gunner selection screen (or 2P as 2P), the clothes will be changed to 2P clothes (or 1P as 2P).&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Clothes change.jpg|thumb|center|1P Nail in 2P clothes]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear power up.jpg|center|frameless]] || '''Power Up'''&amp;lt;br/&amp;gt;Increases your attack power (max power after the 4th item)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear power max.jpg|center|frameless]] || '''Max Power Up'''&amp;lt;br/&amp;gt;Instantly grants max power (only appears after losing all lives)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear bomb.jpg|center|frameless]] || '''Bomb'''&amp;lt;br/&amp;gt;Increases your bomb stock by 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear diamond ring.jpg|center|frameless]] || '''Ring'''&amp;lt;br/&amp;gt;Produced when canceling bullet by killing enemies in fighter mode (shot)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear diamond stone.jpg|center|frameless]] || '''Stone/Jewel'''&amp;lt;br/&amp;gt;Produced when canceling bullet by killing enemies in gunner mode (option lock)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear 1UP mini.jpg|frameless|center]] || '''1-Up'''&amp;lt;br/&amp;gt;Rewards the player with one extra life&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
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) :&lt;br /&gt;
it reaches the right side of the screen&lt;br /&gt;
the jewel counter has run out&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage !! Jewels&lt;br /&gt;
|-&lt;br /&gt;
| 1st || 2000&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 4000&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 8000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 2nd loop || 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Extends and 1UP item===&lt;br /&gt;
&lt;br /&gt;
With the default settings, the player gets his first score extend at 3 million, then one every 4 million after. &lt;br /&gt;
&lt;br /&gt;
There is a hidden 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 a 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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear 1up GIF.gif|thumb|center|Hidden 1UP in stage 4]]&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
If the player hitbox collides with a bullet or an enemy hitbox, 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.&lt;br /&gt;
&lt;br /&gt;
But this does not always work. For example, on its final form, the 5th boss doesn't take any damage from the explosion.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
After clearing the 1st loop, if any of these requirements is met, the player will access the 2nd loop:&lt;br /&gt;
* number of bombs used is 2 or less.&lt;br /&gt;
* sum of bombs used and lives lost is 7 or less.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the 2nd loop, the jewel counter is doubled.&lt;br /&gt;
&lt;br /&gt;
Several changes occur during the 2nd loop compared to the 1st:&lt;br /&gt;
* The player cannot earn score extend anymore.&lt;br /&gt;
* The position and number of enemies is not exactly the same as in the 1rst loop&lt;br /&gt;
* When killed, the enemies will release revenge bullets aimed toward the player (but not completely straight at him)&lt;br /&gt;
* Every time the player dies, if the boss battle has not started, the player will start from the beginning of the current stage.&lt;br /&gt;
* Several bosses will have additional phases and attacks&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
===Jeweling===&lt;br /&gt;
Enemy bullets that are caught in enemies explosion disappear and become scoring items (rings or gems)&lt;br /&gt;
&lt;br /&gt;
If the player cancels bullets while being in Fighter mode (shot), the bullets will turn into ring 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).&lt;br /&gt;
&lt;br /&gt;
If the player cancels bullets while being in Gunner mode (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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The value of Rings and Jewels is shown in the following table: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value as&amp;lt;br/&amp;gt;Ring&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value as&amp;lt;br/&amp;gt;Jewel&lt;br /&gt;
|-&lt;br /&gt;
! Sprite !! Value !! Sprite !! Value&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Amethyst (small) || [[File:Progear amethyst ring small.jpg|frameless|center]] || 10 || [[File:Progear amethyst small.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Amethyst (medium) || [[File:Progear amethyst ring medium.jpg|frameless|center]] || 20 || [[File:Progear amethyst medium.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Amethyst (big) || [[File:Progear amethyst ring big.jpg|frameless|center]] || 30 || [[File:Progear amethyst big.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Ruby (small) || [[File:Progear ruby ring small.jpg|frameless|center]] || 40 || [[File:Progear ruby small.jpg|frameless|center]] || 20&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Ruby (medium) || [[File:Progear ruby ring medium.jpg|frameless|center]] || 50 || [[File:Progear ruby medium.jpg|frameless|center]] || 40&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Ruby (big) || [[File:Progear ruby ring big.jpg|frameless|center]] || 60 || [[File:Progear ruby big.jpg|frameless|center]] || 80&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Emerald (small) || [[File:Progear emerald ring small.jpg|frameless|center]] || 70 || [[File:Progear emerald small.jpg|frameless|center]] || 160&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Emerald (medium) || [[File:Progear emerald ring medium.jpg|frameless|center]] || 80 || [[File:Progear emerald medium.jpg|frameless|center]] || 320&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Emerald (big) || [[File:Progear emerald ring big.jpg|frameless|center]] || 90 || [[File:Progear emerald big.jpg|frameless|center]] || 640&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Diamond || [[File:Progear_diamond_ring.jpg|frameless|center]] || 100 || [[File:Progear_diamond_stone.jpg|frameless|center]] || 1280&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chain reactions===&lt;br /&gt;
When the player destroys an enemy in Gunner mode,bullets on the sprite of the explosion will be cancelled and turn into jewels. However, if some other bullets are close enough from these jewels, the cancel reaction might propagate. The propagation is easier the higher the value of the jewel is. There are several spots in the game where enemies keep shooting at the player and if the players leave them alive, it is possible to start a cancel reaction that will go on as long as the bullets are set up in a specific way allowing this to happen.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Gif chain reaction.gif|thumb|center|Chain reaction at the end of stage 1]]&lt;br /&gt;
&lt;br /&gt;
===Jewel counter===&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
===Bomb stacking===&lt;br /&gt;
&lt;br /&gt;
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. There is also an animation of children waving a flag next to the player bomb stock while this bonus is active.&lt;br /&gt;
&lt;br /&gt;
Stacking bombs increases the jewel counter by 10 000 (20 000 if the player is already in « x2 mode »).&lt;br /&gt;
&lt;br /&gt;
Usually, the lower limit of ring/jewel is small amethyst (level 1), but it rises as follows each time the stacking is repeated. Repeated stacking will allow the player to prepare diamond rings with a smaller number of bullets, making it easier to score and safer. This is especially useful during the second loop.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 1st time || Amethyst big (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 2nd time || Ruby small (Level 4)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 3rd time || Ruby big (Level 6)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 4th time || Emerald small (Level 7)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 5th time or more || Emerald big (Level 9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the player dies or uses a bomb, the lower limit of ring/jewel will return to small amethyst (level 1).&lt;br /&gt;
&lt;br /&gt;
===Shooting/Tick points===&lt;br /&gt;
When the player is in fighter mode, every time a bullet hits an enemy, the player will earn points according to the following formula :&lt;br /&gt;
&lt;br /&gt;
  Shooting point = (Jewel counter / 10000 (rounded down to the nearest whole number)) x 10 &lt;br /&gt;
&lt;br /&gt;
If the player is in « x2 mode », this number is multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
The notations such as &amp;quot;+10&amp;quot; and &amp;quot;+ 150 × 2&amp;quot; that sometimes appear on the jewel counter display indicate the shooting point.&lt;br /&gt;
That's why, for scoring optimisation, dealing damage to bosses at pointblank range using Shot is recommanded.&lt;br /&gt;
&lt;br /&gt;
===Stage clear bonus===&lt;br /&gt;
When the player clears a stage, he receives a score bonus equal to the jewel counter multiplied by 10. If the « x2 mode » is active (see Bomb stacking), this bonus is multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
===ALL clear bonus===&lt;br /&gt;
If the player clears both loops, he will receive a ALL clear bonus :&lt;br /&gt;
* 5 million points per remaining extend&lt;br /&gt;
* 1 million points per remaining bomb&lt;br /&gt;
* Jewel counter x 20&lt;br /&gt;
&lt;br /&gt;
2-5 also has a Stage clear bonus, so if the player clears, he will get both a STAGE clear bonus and an ALL clear bonus.&lt;br /&gt;
&lt;br /&gt;
==Affection system==&lt;br /&gt;
&lt;br /&gt;
The affection of the accompanying gunner to the pilot changes depending on the way the player plays . The affection level influences the gunner's facial expression and ending when clearing a stage, and the aircraft performance of specific combinations (Ring/Rivet and Bolt/Chain). &lt;br /&gt;
&lt;br /&gt;
The level of activity (ACTIVE), the level of safety (SAFE), and the level of Affection (LOVELY) are evaluated on a 73-point scale from 0 to 72, respectively.&lt;br /&gt;
&lt;br /&gt;
  Activity level (ACTIVE) = (activity level counter / 4096) x 72&lt;br /&gt;
  Safety level (SAVE) = ((safety level counter-near miss counter) / 100000) x 72&lt;br /&gt;
  Affection (LOVELY) = (activity level + safety level) / 2&lt;br /&gt;
&lt;br /&gt;
  Affection level =&lt;br /&gt;
    When ACTIVE is 72 and SAFETY is 72: LEVEL6&lt;br /&gt;
    When ACTIVE is 48 or higher and SAFETY is 48 or higher: LEVEL5&lt;br /&gt;
    When ACTIVE is 48 or higher and SAFETY is 24 or higher: LEVEL4 (Part 1)&lt;br /&gt;
    When ACTIVE is 24 or higher and SAFETY is 48 or higher: LEVEL4 (Part 2) &lt;br /&gt;
    When ACTIVE is 48 or more and SAFETY is less than 24: LEVEL3 (Part 1)&lt;br /&gt;
    When ACTIVE is less than 24 and SAFETY is 48 or more: LEVEL3 (Part 2) &lt;br /&gt;
    When ACTIVE is 24 or higher and SAFETY is 24 or higher: LEVEL3 (Part 3) &lt;br /&gt;
    When ACTIVE is 24 or more and SAFETY is less than 24: LEVEL2 (Part 1) &lt;br /&gt;
    When ACTIVE is less than 24 and SAFETY is 24 or more: LEVEL2 (Part 2) &lt;br /&gt;
    If ACTIVE is less than 24 and SAFETY is less than 24: LEVEL1&lt;br /&gt;
&lt;br /&gt;
===Activity counter (0 to 14524)===&lt;br /&gt;
&lt;br /&gt;
When the activity jewel counter, which will be described later, exceeds 128, a certain amount will be added each time jeweling is performed.&lt;br /&gt;
The value to be added varies from stage to stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 || Stage 2 || Stage 3 || Stage 4 || Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| 256 || 85 || 85 || 64 || 51&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is an upper limit to the number of additions for each stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|   ||Stage 1 || Stage 2 || Stage 3 || Stage 4 || Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| Maximum number of additions  || 6 times || 17 times || 17 times || 22 times || 28 times&lt;br /&gt;
|-&lt;br /&gt;
| Activity counter than can be acquired in this stage  || 1536 (256x6) || 1445 (85x17) || 1445 (85x17) || 1408 (64x22) || 1428 (51x28)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* After the addition, 128 will be subtracted to the jewel counter for activity .&lt;br /&gt;
* Even if the player makes a mistake or uses a continue, it will not decrease.&lt;br /&gt;
* if the player scores a little, he will reach the upper limit immediately, so it is difficult to see differences during different runs.&lt;br /&gt;
* When the activity counter is 4096 or more, the activity level will be 72 (MAX level) (achieved on stage 3 in the best case).&lt;br /&gt;
&lt;br /&gt;
===Jewel counter for activity===&lt;br /&gt;
&lt;br /&gt;
When a ring or jewel appears by jeweling, the following values ​​are added (subtracted) for each ring / jewel (regardless of whether it is collected or not). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  Jewel || Best couple || Other than the best couple&lt;br /&gt;
|-&lt;br /&gt;
| Ring || -1 || -1 &lt;br /&gt;
|-&lt;br /&gt;
| Amethyst jewel || -1 || -1 &lt;br /&gt;
|-&lt;br /&gt;
| Ruby jewel || +3 || +2&lt;br /&gt;
|-&lt;br /&gt;
| Emerald jewel || +4 || +3&lt;br /&gt;
|-&lt;br /&gt;
| Diamond jewel || +6 || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When the activity jewel counter exceeds 128, the activity counter increases by a certain amount and the activity jewel counter is subtracted by 128.&lt;br /&gt;
&lt;br /&gt;
===Safety counter (-10000 to 150000)===&lt;br /&gt;
&lt;br /&gt;
The safety counter is calculated from the following five factors. &lt;br /&gt;
&lt;br /&gt;
  Safety counter =&lt;br /&gt;
    ＋ Initial value (33000 or 5000)&lt;br /&gt;
    ＋ Positioning of the aircraft (-10 to +5 for each frame)&lt;br /&gt;
    ＋ Enemy left (-4 per frame when considered to be dangerous enemy left)&lt;br /&gt;
    ＋ Bomb (+6000 per bomb use)&lt;br /&gt;
    ＋ Miss (-10000 per death)&lt;br /&gt;
    - Near-Miss Counter &lt;br /&gt;
&lt;br /&gt;
'''initial value'''&lt;br /&gt;
The initial value of the safety counter is different depending on the compatibility of the Pilot/Gunner couple. Ring/Chain and Bolt/Nail which are the best couples start at 33000, and the other couples start at 5000. After using a continue, the safety counter is reset to its initial value.&lt;br /&gt;
&lt;br /&gt;
'''Positioning of the aircraft'''&lt;br /&gt;
The safety counter increases or decreases depending on where the aircraft is located in each area where the x-axis is divided into 23. The amount of increase / decrease per frame is set as follows. &lt;br /&gt;
&lt;br /&gt;
1, 2, 3, 4, 5, 5, 2, 2, 1, 1, 0, -1, -1, -2, -2, -4, -4, -6, -6, -8,- 8, -10, -10&lt;br /&gt;
&lt;br /&gt;
The fastest increase in safety is in the area where 5 is set, which is roughly between the green lines in the image below. &lt;br /&gt;
&lt;br /&gt;
[[File:Progear Safety area.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
During the bomb, the safety counter will stop increasing or decreasing due to the positioning of the aircraft. &lt;br /&gt;
&lt;br /&gt;
'''Enemy left'''&lt;br /&gt;
&lt;br /&gt;
When all of the following conditions are met, the safety counter will decrease by -4 per frame.&lt;br /&gt;
* Enemy approaching the player&lt;br /&gt;
* The player didn't shot i the last 75 frames&lt;br /&gt;
* There are 6 or more enemy sprites (medium / large enemies have multiple sprites, and some of the sprites used in background animation etc. are included in this count).&lt;br /&gt;
* 20 or more enemy bullets&lt;br /&gt;
&lt;br /&gt;
'''Near miss counter (0-50000)'''&lt;br /&gt;
&lt;br /&gt;
The number of enemy bullets judged to be close to the aircraft is counted every 2 frames and added.&lt;br /&gt;
+2 will be added for each bullet, but only +1 during boss battles.&lt;br /&gt;
Even after a death or continue, it will not decrease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The safety level becomes 72 (MAX level) when the safety level reaches 100,000.&lt;br /&gt;
&lt;br /&gt;
===Gunner's facial expression===&lt;br /&gt;
&lt;br /&gt;
The Gunner's facial expression changes depending on the level of affection when clearing STAGE.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  Affection Level || Chain || Nail || Rivet&lt;br /&gt;
|-&lt;br /&gt;
|   Level 1 || [[File:Affection Chain level 1.png|frameless|center]] || [[File:Affection Ring level 1.png|frameless|center]] || [[File:Affection Rivet level 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 2 (Part 1) || [[File:Affection Chain level 2 part 1.png|frameless|center]] || [[File:Affection Nail level 2 part 1.png|frameless|center]] || [[File:Affection Rivet level 2 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 2 (Part 2) || [[File:Affection Chain level 2 part 2.png|frameless|center]] || [[File:Affection Nail level 2 part 2.png|frameless|center]] || [[File:Affection Rivet level 2 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 1) || [[File:Affection Chain level 3 part 1.png|frameless|center]] || [[File:Affection Nail level 3 part 1.png|frameless|center]] || [[File:Affection Rivet level 3 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 2) || [[File:Affection Rivet level 3 part 2.png|frameless|center]] || [[File:Affection Nail level 3 part 2.png|frameless|center]] || [[File:Affection Chain level 3 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 3) || [[File:Affection Chain level 3 part 3.png|frameless|center]] || [[File:Affection Nail level 3 part 3.png|frameless|center]] || [[File:Affection Rivet level 3 part 3.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 4 (Part 1) || [[File:Affection Chain level 4 part 1.png|frameless|center]] || [[File:Affection Nail level 4 part 1.png|frameless|center]] || [[File:Affection Rivet level 4 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 4 (Part 2) || [[File:Affection Chain level 4 part 2.png|frameless|center]] || [[File:Affection Nail level 4 part 2.png|frameless|center]] || [[File:Affection Rivet level 4 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 5 || [[File:Affection Chain level 5 .png|frameless|center]] || [[File:Affection Nail level 5 .png|frameless|center]] || [[File:Affection Rivet level 5 .png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 6 || [[File:Affection Chain level 6.png|frameless|center]] || [[File:Affection Nail level 6.png|frameless|center]] || [[File:Affection Rivet level 6.png|frameless|center]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ending===&lt;br /&gt;
After a clear, if the Affection level is LEVEL 4 or less, it will be a normal ending. If it is LEVEL 5 or more, it will be a true ending.&lt;br /&gt;
If the player clears both loops without using a continue, he will always get a true ending.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
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 &amp;quot;The Professional Gear&amp;quot;, or just &amp;quot;Progear&amp;quot;. 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 &amp;quot;the Motorouin&amp;quot; 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 &amp;quot;The Punishment of the Sages&amp;quot;.&lt;br /&gt;
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 &amp;quot;Gun Flyer&amp;quot; and installed it in all of their planes. The Storm of Progear was about to begin!&lt;br /&gt;
&lt;br /&gt;
== Development Team ==&lt;br /&gt;
'''Cave'''&lt;br /&gt;
* Producer = Kenichi Takano&lt;br /&gt;
* Director = Junya Inoue&lt;br /&gt;
* Program = Tsuneki Ikeda,Satoshi Kouyama,Takashi Ishimura&lt;br /&gt;
* Designers = Akira Wakabayashi,Hiroyuki Tanaka,Fusayuki Watariguchi,Kengo Arai&lt;br /&gt;
* Sound producer = Junya Inoue&lt;br /&gt;
* Music = Yukinori Kikuchi&lt;br /&gt;
* Sound effecter = Ryuichi Yabuki&lt;br /&gt;
* Special assist = Tosiaki Tomizawa&lt;br /&gt;
* Character voice = Mitsuo Furusawa&amp;lt;,Junya Inoue,Aki Sibata,Midori Katou,Masayo Hirasaka&lt;br /&gt;
* Special thanks = Yasushi Imai&lt;br /&gt;
* Character &amp;amp; mechanic design = Junya Inoue&lt;br /&gt;
&lt;br /&gt;
'''Capcom'''&lt;br /&gt;
* Producer = Tatsuya Minami&lt;br /&gt;
* Support research &amp;amp; development : Tomoshi Sadamoto&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
The game has two official version : the Japanese version which was the original version of the game and the US version.&lt;br /&gt;
The US version removes all of the voice acting from characters. &lt;br /&gt;
In the Japanese, enemies have more health and shoot more bullets.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
[[Progear_no_Arashi/Video_Index|Video index for Progear no Arashi]]&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Scoring info and formatting work provided by [[User:Juju Kenobi|Juju Kenobi]] &lt;br /&gt;
# Scoring info https://w.atwiki.jp/progear/&lt;br /&gt;
# Item and characters sprites taken from http://http://www.world-of-arcades.net/Cave/Progear/Characters.htm&lt;/div&gt;</summary>
		<author><name>Juju Kenobi</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Progear_no_Arashi&amp;diff=8953</id>
		<title>Progear no Arashi</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Progear_no_Arashi&amp;diff=8953"/>
		<updated>2021-04-12T06:05:50Z</updated>

		<summary type="html">&lt;p&gt;Juju Kenobi: /* Jewel counter for activity (0 to 14524) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Progear logo.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #6dc2ca&lt;br /&gt;
| innerbordercolor = #eeeeac&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #fefafb&lt;br /&gt;
| image = Progear poster.jpg&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagescalepx = 180px&lt;br /&gt;
| developer = [[CAVE]]&lt;br /&gt;
| music = Yukinori Kikuchi&lt;br /&gt;
| program = Tsuneki Ikeda&amp;lt;br/&amp;gt;Satoshi Kouyama&amp;lt;br/&amp;gt;Takashi Ishimura&lt;br /&gt;
| art = Junya Inoue&lt;br /&gt;
| releasedate =  January 17, 2001&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''[[Progear no Arashi]]''(プロギアの嵐, &amp;quot;Storm of Progear&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Progear is a three-button shooter. Button C is disabled by default but can be enabled in the service menu.&lt;br /&gt;
&lt;br /&gt;
There are five stages in the game, with a second loop beginning at the end of stage five if one  of the requirements for the 2nd loop is met. Upon reaching the end of the second loop, the player will fight the True Last Boss. &lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''A (Press):''' '''Fighter mode''' Fires the standard shot weapon.&lt;br /&gt;
* '''A (Hold):''' '''Gunner mode''' Fires the ship's &amp;quot;focus&amp;quot; fire, using the gunner options, locking onto the closest enemies until they are destroyed or the A button is realesed&lt;br /&gt;
* '''B:''' Detonates a Bomb if there is at least one bomb in stock&lt;br /&gt;
* '''C''': Auto-fire for the player's standard spread shot.&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships  ===&lt;br /&gt;
====Fighter/Pilot selection====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Ship&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pilot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Aircraft&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Speed&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Power&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | position&amp;lt;br/&amp;gt;of hitbox&lt;br /&gt;
|-&lt;br /&gt;
! Pointblank !! Far &lt;br /&gt;
|-&lt;br /&gt;
| '''Fighter Type-A GAMBLER ''' || [[File:Ring.jpg|thumb|Ring|x300px]] || [[File:Progear Plane A.gif|frameless]] || Normal || Wide Shot|| Strong|| Weak  || [[File:Progear hitbox gambler.png|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Fighter Type-B MILITANT''' || [[File:Progear Bolt.jpg|thumb|Bolt|x300px]] || [[File:Progear Plane B.gif|frameless]] || Fast || Straight Shot|| Medium || Medium  || [[File:Progear hitbox militant.png|frameless]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
====Gunner selection====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gunner !! Co-pilot !! Gunner option !! Fire !! Speed in&amp;lt;br/&amp;gt;gunner mode !! Lock speed !! Power&lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Alpha''' || [[File:Progear Chain.jpg|thumb|Chain|x300px]] || [[File:Progear Gunner option type alpha.gif|frameless]] || Straight || Slow || Slow|| Strong&lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Beta''' || [[File:Progear Nail.jpg|thumb|Nail|x300px]] || [[File:Progear Gunner option type beta.gif|frameless]] || Wide || Fast || Fast|| Weak &lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Gamma ''' || [[File:Progear Rivet.jpg|thumb|Rivet|x300px]] || [[File:Progear Gunner option type gamma.gif|frameless]] || Homing || Medium || Medium || Strong&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gunner formation====&lt;br /&gt;
It is possible to change the formation of your gunner options by using some specific inputs during the gunner selection screen&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear system form normal alpha.jpg|frameless]] [[File:Progear system formation normal beta.jpg|frameless]] [[File:Progear system formation normal gamma.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
* '''Center up and down''': By pressing 2P start (or 1P start for 2P) while selecting the gunner,the gunner options will be up and down in the center. &lt;br /&gt;
&lt;br /&gt;
[[File:Progear Center up and down formation.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* '''Forward up and down''': By pressing both A and B buttons, while holding the 2P start (or 1P start for 2P) during the gunner selection, the gunner options will be up and down in front of the aircraft. 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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Forward up and down formation.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
====Change of clothes====&lt;br /&gt;
&lt;br /&gt;
By pressing 1P during the pilot or the gunner selection screen (or 2P as 2P), the clothes will be changed to 2P clothes (or 1P as 2P).&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Clothes change.jpg|thumb|center|1P Nail in 2P clothes]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear power up.jpg|center|frameless]] || '''Power Up'''&amp;lt;br/&amp;gt;Increases your attack power (max power after the 4th item)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear power max.jpg|center|frameless]] || '''Max Power Up'''&amp;lt;br/&amp;gt;Instantly grants max power (only appears after losing all lives)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear bomb.jpg|center|frameless]] || '''Bomb'''&amp;lt;br/&amp;gt;Increases your bomb stock by 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear diamond ring.jpg|center|frameless]] || '''Ring'''&amp;lt;br/&amp;gt;Produced when canceling bullet by killing enemies in fighter mode (shot)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear diamond stone.jpg|center|frameless]] || '''Stone/Jewel'''&amp;lt;br/&amp;gt;Produced when canceling bullet by killing enemies in gunner mode (option lock)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear 1UP mini.jpg|frameless|center]] || '''1-Up'''&amp;lt;br/&amp;gt;Rewards the player with one extra life&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
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) :&lt;br /&gt;
it reaches the right side of the screen&lt;br /&gt;
the jewel counter has run out&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage !! Jewels&lt;br /&gt;
|-&lt;br /&gt;
| 1st || 2000&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 4000&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 8000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 2nd loop || 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Extends and 1UP item===&lt;br /&gt;
&lt;br /&gt;
With the default settings, the player gets his first score extend at 3 million, then one every 4 million after. &lt;br /&gt;
&lt;br /&gt;
There is a hidden 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 a 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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear 1up GIF.gif|thumb|center|Hidden 1UP in stage 4]]&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
If the player hitbox collides with a bullet or an enemy hitbox, 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.&lt;br /&gt;
&lt;br /&gt;
But this does not always work. For example, on its final form, the 5th boss doesn't take any damage from the explosion.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
After clearing the 1st loop, if any of these requirements is met, the player will access the 2nd loop:&lt;br /&gt;
* number of bombs used is 2 or less.&lt;br /&gt;
* sum of bombs used and lives lost is 7 or less.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the 2nd loop, the jewel counter is doubled.&lt;br /&gt;
&lt;br /&gt;
Several changes occur during the 2nd loop compared to the 1st:&lt;br /&gt;
* The player cannot earn score extend anymore.&lt;br /&gt;
* The position and number of enemies is not exactly the same as in the 1rst loop&lt;br /&gt;
* When killed, the enemies will release revenge bullets aimed toward the player (but not completely straight at him)&lt;br /&gt;
* Every time the player dies, if the boss battle has not started, the player will start from the beginning of the current stage.&lt;br /&gt;
* Several bosses will have additional phases and attacks&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
===Jeweling===&lt;br /&gt;
Enemy bullets that are caught in enemies explosion disappear and become scoring items (rings or gems)&lt;br /&gt;
&lt;br /&gt;
If the player cancels bullets while being in Fighter mode (shot), the bullets will turn into ring 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).&lt;br /&gt;
&lt;br /&gt;
If the player cancels bullets while being in Gunner mode (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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The value of Rings and Jewels is shown in the following table: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value as&amp;lt;br/&amp;gt;Ring&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value as&amp;lt;br/&amp;gt;Jewel&lt;br /&gt;
|-&lt;br /&gt;
! Sprite !! Value !! Sprite !! Value&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Amethyst (small) || [[File:Progear amethyst ring small.jpg|frameless|center]] || 10 || [[File:Progear amethyst small.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Amethyst (medium) || [[File:Progear amethyst ring medium.jpg|frameless|center]] || 20 || [[File:Progear amethyst medium.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Amethyst (big) || [[File:Progear amethyst ring big.jpg|frameless|center]] || 30 || [[File:Progear amethyst big.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Ruby (small) || [[File:Progear ruby ring small.jpg|frameless|center]] || 40 || [[File:Progear ruby small.jpg|frameless|center]] || 20&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Ruby (medium) || [[File:Progear ruby ring medium.jpg|frameless|center]] || 50 || [[File:Progear ruby medium.jpg|frameless|center]] || 40&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Ruby (big) || [[File:Progear ruby ring big.jpg|frameless|center]] || 60 || [[File:Progear ruby big.jpg|frameless|center]] || 80&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Emerald (small) || [[File:Progear emerald ring small.jpg|frameless|center]] || 70 || [[File:Progear emerald small.jpg|frameless|center]] || 160&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Emerald (medium) || [[File:Progear emerald ring medium.jpg|frameless|center]] || 80 || [[File:Progear emerald medium.jpg|frameless|center]] || 320&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Emerald (big) || [[File:Progear emerald ring big.jpg|frameless|center]] || 90 || [[File:Progear emerald big.jpg|frameless|center]] || 640&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Diamond || [[File:Progear_diamond_ring.jpg|frameless|center]] || 100 || [[File:Progear_diamond_stone.jpg|frameless|center]] || 1280&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chain reactions===&lt;br /&gt;
When the player destroys an enemy in Gunner mode,bullets on the sprite of the explosion will be cancelled and turn into jewels. However, if some other bullets are close enough from these jewels, the cancel reaction might propagate. The propagation is easier the higher the value of the jewel is. There are several spots in the game where enemies keep shooting at the player and if the players leave them alive, it is possible to start a cancel reaction that will go on as long as the bullets are set up in a specific way allowing this to happen.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Gif chain reaction.gif|thumb|center|Chain reaction at the end of stage 1]]&lt;br /&gt;
&lt;br /&gt;
===Jewel counter===&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
===Bomb stacking===&lt;br /&gt;
&lt;br /&gt;
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. There is also an animation of children waving a flag next to the player bomb stock while this bonus is active.&lt;br /&gt;
&lt;br /&gt;
Stacking bombs increases the jewel counter by 10 000 (20 000 if the player is already in « x2 mode »).&lt;br /&gt;
&lt;br /&gt;
Usually, the lower limit of ring/jewel is small amethyst (level 1), but it rises as follows each time the stacking is repeated. Repeated stacking will allow the player to prepare diamond rings with a smaller number of bullets, making it easier to score and safer. This is especially useful during the second loop.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 1st time || Amethyst big (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 2nd time || Ruby small (Level 4)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 3rd time || Ruby big (Level 6)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 4th time || Emerald small (Level 7)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 5th time or more || Emerald big (Level 9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the player dies or uses a bomb, the lower limit of ring/jewel will return to small amethyst (level 1).&lt;br /&gt;
&lt;br /&gt;
===Shooting/Tick points===&lt;br /&gt;
When the player is in fighter mode, every time a bullet hits an enemy, the player will earn points according to the following formula :&lt;br /&gt;
&lt;br /&gt;
  Shooting point = (Jewel counter / 10000 (rounded down to the nearest whole number)) x 10 &lt;br /&gt;
&lt;br /&gt;
If the player is in « x2 mode », this number is multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
The notations such as &amp;quot;+10&amp;quot; and &amp;quot;+ 150 × 2&amp;quot; that sometimes appear on the jewel counter display indicate the shooting point.&lt;br /&gt;
That's why, for scoring optimisation, dealing damage to bosses at pointblank range using Shot is recommanded.&lt;br /&gt;
&lt;br /&gt;
===Stage clear bonus===&lt;br /&gt;
When the player clears a stage, he receives a score bonus equal to the jewel counter multiplied by 10. If the « x2 mode » is active (see Bomb stacking), this bonus is multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
===ALL clear bonus===&lt;br /&gt;
If the player clears both loops, he will receive a ALL clear bonus :&lt;br /&gt;
* 5 million points per remaining extend&lt;br /&gt;
* 1 million points per remaining bomb&lt;br /&gt;
* Jewel counter x 20&lt;br /&gt;
&lt;br /&gt;
2-5 also has a Stage clear bonus, so if the player clears, he will get both a STAGE clear bonus and an ALL clear bonus.&lt;br /&gt;
&lt;br /&gt;
==Affection system==&lt;br /&gt;
&lt;br /&gt;
The affection of the accompanying gunner to the pilot changes depending on the way the player plays . The affection level influences the gunner's facial expression and ending when clearing a stage, and the aircraft performance of specific combinations (Ring/Rivet and Bolt/Chain). &lt;br /&gt;
&lt;br /&gt;
The level of activity (ACTIVE), the level of safety (SAFE), and the level of Affection (LOVELY) are evaluated on a 73-point scale from 0 to 72, respectively.&lt;br /&gt;
&lt;br /&gt;
  Activity level (ACTIVE) = (activity level counter / 4096) x 72&lt;br /&gt;
  Safety level (SAVE) = ((safety level counter-near miss counter) / 100000) x 72&lt;br /&gt;
  Affection (LOVELY) = (activity level + safety level) / 2&lt;br /&gt;
&lt;br /&gt;
  Affection level =&lt;br /&gt;
    When ACTIVE is 72 and SAFETY is 72: LEVEL6&lt;br /&gt;
    When ACTIVE is 48 or higher and SAFETY is 48 or higher: LEVEL5&lt;br /&gt;
    When ACTIVE is 48 or higher and SAFETY is 24 or higher: LEVEL4 (Part 1)&lt;br /&gt;
    When ACTIVE is 24 or higher and SAFETY is 48 or higher: LEVEL4 (Part 2) &lt;br /&gt;
    When ACTIVE is 48 or more and SAFETY is less than 24: LEVEL3 (Part 1)&lt;br /&gt;
    When ACTIVE is less than 24 and SAFETY is 48 or more: LEVEL3 (Part 2) &lt;br /&gt;
    When ACTIVE is 24 or higher and SAFETY is 24 or higher: LEVEL3 (Part 3) &lt;br /&gt;
    When ACTIVE is 24 or more and SAFETY is less than 24: LEVEL2 (Part 1) &lt;br /&gt;
    When ACTIVE is less than 24 and SAFETY is 24 or more: LEVEL2 (Part 2) &lt;br /&gt;
    If ACTIVE is less than 24 and SAFETY is less than 24: LEVEL1&lt;br /&gt;
&lt;br /&gt;
===Activity counter===&lt;br /&gt;
&lt;br /&gt;
When the activity jewel counter, which will be described later, exceeds 128, a certain amount will be added each time jeweling is performed.&lt;br /&gt;
The value to be added varies from stage to stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 || Stage 2 || Stage 3 || Stage 4 || Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| 256 || 85 || 85 || 64 || 51&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is an upper limit to the number of additions for each stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|   ||Stage 1 || Stage 2 || Stage 3 || Stage 4 || Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| Maximum number of additions  || 6 times || 17 times || 17 times || 22 times || 28 times&lt;br /&gt;
|-&lt;br /&gt;
| Activity counter than can be acquired in this stage  || 1536 (256x6) || 1445 (85x17) || 1445 (85x17) || 1408 (64x22) || 1428 (51x28)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* After the addition, 128 will be subtracted to the jewel counter for activity .&lt;br /&gt;
* Even if the player makes a mistake or uses a continue, it will not decrease.&lt;br /&gt;
* if the player scores a little, he will reach the upper limit immediately, so it is difficult to see differences during different runs.&lt;br /&gt;
* When the activity counter is 4096 or more, the activity level will be 72 (MAX level) (achieved on stage 3 in the best case).&lt;br /&gt;
&lt;br /&gt;
===Jewel counter for activity===&lt;br /&gt;
&lt;br /&gt;
When a ring or jewel appears by jeweling, the following values ​​are added (subtracted) for each ring / jewel (regardless of whether it is collected or not). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  Jewel || Best couple || Other than the best couple&lt;br /&gt;
|-&lt;br /&gt;
| Ring || -1 || -1 &lt;br /&gt;
|-&lt;br /&gt;
| Amethyst jewel || -1 || -1 &lt;br /&gt;
|-&lt;br /&gt;
| Ruby jewel || +3 || +2&lt;br /&gt;
|-&lt;br /&gt;
| Emerald jewel || +4 || +3&lt;br /&gt;
|-&lt;br /&gt;
| Diamond jewel || +6 || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When the activity jewel counter exceeds 128, the activity counter increases by a certain amount and the activity jewel counter is subtracted by 128.&lt;br /&gt;
&lt;br /&gt;
===Safety counter (-10000 to 150000)===&lt;br /&gt;
&lt;br /&gt;
The safety counter is calculated from the following five factors. &lt;br /&gt;
&lt;br /&gt;
  Safety counter =&lt;br /&gt;
    ＋ Initial value (33000 or 5000)&lt;br /&gt;
    ＋ Positioning of the aircraft (-10 to +5 for each frame)&lt;br /&gt;
    ＋ Enemy left (-4 per frame when considered to be dangerous enemy left)&lt;br /&gt;
    ＋ Bomb (+6000 per bomb use)&lt;br /&gt;
    ＋ Miss (-10000 per death)&lt;br /&gt;
    - Near-Miss Counter &lt;br /&gt;
&lt;br /&gt;
'''initial value'''&lt;br /&gt;
The initial value of the safety counter is different depending on the compatibility of the Pilot/Gunner couple. Ring/Chain and Bolt/Nail which are the best couples start at 33000, and the other couples start at 5000. After using a continue, the safety counter is reset to its initial value.&lt;br /&gt;
&lt;br /&gt;
'''Positioning of the aircraft'''&lt;br /&gt;
The safety counter increases or decreases depending on where the aircraft is located in each area where the x-axis is divided into 23. The amount of increase / decrease per frame is set as follows. &lt;br /&gt;
&lt;br /&gt;
1, 2, 3, 4, 5, 5, 2, 2, 1, 1, 0, -1, -1, -2, -2, -4, -4, -6, -6, -8,- 8, -10, -10&lt;br /&gt;
&lt;br /&gt;
The fastest increase in safety is in the area where 5 is set, which is roughly between the green lines in the image below. &lt;br /&gt;
&lt;br /&gt;
[[File:Progear Safety area.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
During the bomb, the safety counter will stop increasing or decreasing due to the positioning of the aircraft. &lt;br /&gt;
&lt;br /&gt;
'''Enemy left'''&lt;br /&gt;
&lt;br /&gt;
When all of the following conditions are met, the safety counter will decrease by -4 per frame.&lt;br /&gt;
* Enemy approaching the player&lt;br /&gt;
* The player didn't shot i the last 75 frames&lt;br /&gt;
* There are 6 or more enemy sprites (medium / large enemies have multiple sprites, and some of the sprites used in background animation etc. are included in this count).&lt;br /&gt;
* 20 or more enemy bullets&lt;br /&gt;
&lt;br /&gt;
'''Near miss counter (0-50000)'''&lt;br /&gt;
&lt;br /&gt;
The number of enemy bullets judged to be close to the aircraft is counted every 2 frames and added.&lt;br /&gt;
+2 will be added for each bullet, but only +1 during boss battles.&lt;br /&gt;
Even after a death or continue, it will not decrease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The safety level becomes 72 (MAX level) when the safety level reaches 100,000.&lt;br /&gt;
&lt;br /&gt;
===Gunner's facial expression===&lt;br /&gt;
&lt;br /&gt;
The Gunner's facial expression changes depending on the level of affection when clearing STAGE.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  Affection Level || Chain || Nail || Rivet&lt;br /&gt;
|-&lt;br /&gt;
|   Level 1 || [[File:Affection Chain level 1.png|frameless|center]] || [[File:Affection Ring level 1.png|frameless|center]] || [[File:Affection Rivet level 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 2 (Part 1) || [[File:Affection Chain level 2 part 1.png|frameless|center]] || [[File:Affection Nail level 2 part 1.png|frameless|center]] || [[File:Affection Rivet level 2 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 2 (Part 2) || [[File:Affection Chain level 2 part 2.png|frameless|center]] || [[File:Affection Nail level 2 part 2.png|frameless|center]] || [[File:Affection Rivet level 2 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 1) || [[File:Affection Chain level 3 part 1.png|frameless|center]] || [[File:Affection Nail level 3 part 1.png|frameless|center]] || [[File:Affection Rivet level 3 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 2) || [[File:Affection Rivet level 3 part 2.png|frameless|center]] || [[File:Affection Nail level 3 part 2.png|frameless|center]] || [[File:Affection Chain level 3 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 3) || [[File:Affection Chain level 3 part 3.png|frameless|center]] || [[File:Affection Nail level 3 part 3.png|frameless|center]] || [[File:Affection Rivet level 3 part 3.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 4 (Part 1) || [[File:Affection Chain level 4 part 1.png|frameless|center]] || [[File:Affection Nail level 4 part 1.png|frameless|center]] || [[File:Affection Rivet level 4 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 4 (Part 2) || [[File:Affection Chain level 4 part 2.png|frameless|center]] || [[File:Affection Nail level 4 part 2.png|frameless|center]] || [[File:Affection Rivet level 4 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 5 || [[File:Affection Chain level 5 .png|frameless|center]] || [[File:Affection Nail level 5 .png|frameless|center]] || [[File:Affection Rivet level 5 .png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 6 || [[File:Affection Chain level 6.png|frameless|center]] || [[File:Affection Nail level 6.png|frameless|center]] || [[File:Affection Rivet level 6.png|frameless|center]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ending===&lt;br /&gt;
After a clear, if the Affection level is LEVEL 4 or less, it will be a normal ending. If it is LEVEL 5 or more, it will be a true ending.&lt;br /&gt;
If the player clears both loops without using a continue, he will always get a true ending.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
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 &amp;quot;The Professional Gear&amp;quot;, or just &amp;quot;Progear&amp;quot;. 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 &amp;quot;the Motorouin&amp;quot; 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 &amp;quot;The Punishment of the Sages&amp;quot;.&lt;br /&gt;
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 &amp;quot;Gun Flyer&amp;quot; and installed it in all of their planes. The Storm of Progear was about to begin!&lt;br /&gt;
&lt;br /&gt;
== Development Team ==&lt;br /&gt;
'''Cave'''&lt;br /&gt;
* Producer = Kenichi Takano&lt;br /&gt;
* Director = Junya Inoue&lt;br /&gt;
* Program = Tsuneki Ikeda,Satoshi Kouyama,Takashi Ishimura&lt;br /&gt;
* Designers = Akira Wakabayashi,Hiroyuki Tanaka,Fusayuki Watariguchi,Kengo Arai&lt;br /&gt;
* Sound producer = Junya Inoue&lt;br /&gt;
* Music = Yukinori Kikuchi&lt;br /&gt;
* Sound effecter = Ryuichi Yabuki&lt;br /&gt;
* Special assist = Tosiaki Tomizawa&lt;br /&gt;
* Character voice = Mitsuo Furusawa&amp;lt;,Junya Inoue,Aki Sibata,Midori Katou,Masayo Hirasaka&lt;br /&gt;
* Special thanks = Yasushi Imai&lt;br /&gt;
* Character &amp;amp; mechanic design = Junya Inoue&lt;br /&gt;
&lt;br /&gt;
'''Capcom'''&lt;br /&gt;
* Producer = Tatsuya Minami&lt;br /&gt;
* Support research &amp;amp; development : Tomoshi Sadamoto&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
The game has two official version : the Japanese version which was the original version of the game and the US version.&lt;br /&gt;
The US version removes all of the voice acting from characters. &lt;br /&gt;
In the Japanese, enemies have more health and shoot more bullets.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
[[Progear_no_Arashi/Video_Index|Video index for Progear no Arashi]]&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Scoring info and formatting work provided by [[User:Juju Kenobi|Juju Kenobi]] &lt;br /&gt;
# Scoring info https://w.atwiki.jp/progear/&lt;br /&gt;
# Item and characters sprites taken from http://http://www.world-of-arcades.net/Cave/Progear/Characters.htm&lt;/div&gt;</summary>
		<author><name>Juju Kenobi</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Progear_no_Arashi&amp;diff=8952</id>
		<title>Progear no Arashi</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Progear_no_Arashi&amp;diff=8952"/>
		<updated>2021-04-12T06:05:08Z</updated>

		<summary type="html">&lt;p&gt;Juju Kenobi: /* Activity counter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Progear logo.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #6dc2ca&lt;br /&gt;
| innerbordercolor = #eeeeac&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #fefafb&lt;br /&gt;
| image = Progear poster.jpg&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagescalepx = 180px&lt;br /&gt;
| developer = [[CAVE]]&lt;br /&gt;
| music = Yukinori Kikuchi&lt;br /&gt;
| program = Tsuneki Ikeda&amp;lt;br/&amp;gt;Satoshi Kouyama&amp;lt;br/&amp;gt;Takashi Ishimura&lt;br /&gt;
| art = Junya Inoue&lt;br /&gt;
| releasedate =  January 17, 2001&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''[[Progear no Arashi]]''(プロギアの嵐, &amp;quot;Storm of Progear&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Progear is a three-button shooter. Button C is disabled by default but can be enabled in the service menu.&lt;br /&gt;
&lt;br /&gt;
There are five stages in the game, with a second loop beginning at the end of stage five if one  of the requirements for the 2nd loop is met. Upon reaching the end of the second loop, the player will fight the True Last Boss. &lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''A (Press):''' '''Fighter mode''' Fires the standard shot weapon.&lt;br /&gt;
* '''A (Hold):''' '''Gunner mode''' Fires the ship's &amp;quot;focus&amp;quot; fire, using the gunner options, locking onto the closest enemies until they are destroyed or the A button is realesed&lt;br /&gt;
* '''B:''' Detonates a Bomb if there is at least one bomb in stock&lt;br /&gt;
* '''C''': Auto-fire for the player's standard spread shot.&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships  ===&lt;br /&gt;
====Fighter/Pilot selection====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Ship&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pilot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Aircraft&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Speed&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Power&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | position&amp;lt;br/&amp;gt;of hitbox&lt;br /&gt;
|-&lt;br /&gt;
! Pointblank !! Far &lt;br /&gt;
|-&lt;br /&gt;
| '''Fighter Type-A GAMBLER ''' || [[File:Ring.jpg|thumb|Ring|x300px]] || [[File:Progear Plane A.gif|frameless]] || Normal || Wide Shot|| Strong|| Weak  || [[File:Progear hitbox gambler.png|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Fighter Type-B MILITANT''' || [[File:Progear Bolt.jpg|thumb|Bolt|x300px]] || [[File:Progear Plane B.gif|frameless]] || Fast || Straight Shot|| Medium || Medium  || [[File:Progear hitbox militant.png|frameless]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
====Gunner selection====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gunner !! Co-pilot !! Gunner option !! Fire !! Speed in&amp;lt;br/&amp;gt;gunner mode !! Lock speed !! Power&lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Alpha''' || [[File:Progear Chain.jpg|thumb|Chain|x300px]] || [[File:Progear Gunner option type alpha.gif|frameless]] || Straight || Slow || Slow|| Strong&lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Beta''' || [[File:Progear Nail.jpg|thumb|Nail|x300px]] || [[File:Progear Gunner option type beta.gif|frameless]] || Wide || Fast || Fast|| Weak &lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Gamma ''' || [[File:Progear Rivet.jpg|thumb|Rivet|x300px]] || [[File:Progear Gunner option type gamma.gif|frameless]] || Homing || Medium || Medium || Strong&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gunner formation====&lt;br /&gt;
It is possible to change the formation of your gunner options by using some specific inputs during the gunner selection screen&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear system form normal alpha.jpg|frameless]] [[File:Progear system formation normal beta.jpg|frameless]] [[File:Progear system formation normal gamma.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
* '''Center up and down''': By pressing 2P start (or 1P start for 2P) while selecting the gunner,the gunner options will be up and down in the center. &lt;br /&gt;
&lt;br /&gt;
[[File:Progear Center up and down formation.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* '''Forward up and down''': By pressing both A and B buttons, while holding the 2P start (or 1P start for 2P) during the gunner selection, the gunner options will be up and down in front of the aircraft. 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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Forward up and down formation.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
====Change of clothes====&lt;br /&gt;
&lt;br /&gt;
By pressing 1P during the pilot or the gunner selection screen (or 2P as 2P), the clothes will be changed to 2P clothes (or 1P as 2P).&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Clothes change.jpg|thumb|center|1P Nail in 2P clothes]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear power up.jpg|center|frameless]] || '''Power Up'''&amp;lt;br/&amp;gt;Increases your attack power (max power after the 4th item)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear power max.jpg|center|frameless]] || '''Max Power Up'''&amp;lt;br/&amp;gt;Instantly grants max power (only appears after losing all lives)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear bomb.jpg|center|frameless]] || '''Bomb'''&amp;lt;br/&amp;gt;Increases your bomb stock by 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear diamond ring.jpg|center|frameless]] || '''Ring'''&amp;lt;br/&amp;gt;Produced when canceling bullet by killing enemies in fighter mode (shot)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear diamond stone.jpg|center|frameless]] || '''Stone/Jewel'''&amp;lt;br/&amp;gt;Produced when canceling bullet by killing enemies in gunner mode (option lock)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear 1UP mini.jpg|frameless|center]] || '''1-Up'''&amp;lt;br/&amp;gt;Rewards the player with one extra life&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
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) :&lt;br /&gt;
it reaches the right side of the screen&lt;br /&gt;
the jewel counter has run out&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage !! Jewels&lt;br /&gt;
|-&lt;br /&gt;
| 1st || 2000&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 4000&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 8000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 2nd loop || 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Extends and 1UP item===&lt;br /&gt;
&lt;br /&gt;
With the default settings, the player gets his first score extend at 3 million, then one every 4 million after. &lt;br /&gt;
&lt;br /&gt;
There is a hidden 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 a 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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear 1up GIF.gif|thumb|center|Hidden 1UP in stage 4]]&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
If the player hitbox collides with a bullet or an enemy hitbox, 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.&lt;br /&gt;
&lt;br /&gt;
But this does not always work. For example, on its final form, the 5th boss doesn't take any damage from the explosion.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
After clearing the 1st loop, if any of these requirements is met, the player will access the 2nd loop:&lt;br /&gt;
* number of bombs used is 2 or less.&lt;br /&gt;
* sum of bombs used and lives lost is 7 or less.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the 2nd loop, the jewel counter is doubled.&lt;br /&gt;
&lt;br /&gt;
Several changes occur during the 2nd loop compared to the 1st:&lt;br /&gt;
* The player cannot earn score extend anymore.&lt;br /&gt;
* The position and number of enemies is not exactly the same as in the 1rst loop&lt;br /&gt;
* When killed, the enemies will release revenge bullets aimed toward the player (but not completely straight at him)&lt;br /&gt;
* Every time the player dies, if the boss battle has not started, the player will start from the beginning of the current stage.&lt;br /&gt;
* Several bosses will have additional phases and attacks&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
===Jeweling===&lt;br /&gt;
Enemy bullets that are caught in enemies explosion disappear and become scoring items (rings or gems)&lt;br /&gt;
&lt;br /&gt;
If the player cancels bullets while being in Fighter mode (shot), the bullets will turn into ring 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).&lt;br /&gt;
&lt;br /&gt;
If the player cancels bullets while being in Gunner mode (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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The value of Rings and Jewels is shown in the following table: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value as&amp;lt;br/&amp;gt;Ring&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value as&amp;lt;br/&amp;gt;Jewel&lt;br /&gt;
|-&lt;br /&gt;
! Sprite !! Value !! Sprite !! Value&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Amethyst (small) || [[File:Progear amethyst ring small.jpg|frameless|center]] || 10 || [[File:Progear amethyst small.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Amethyst (medium) || [[File:Progear amethyst ring medium.jpg|frameless|center]] || 20 || [[File:Progear amethyst medium.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Amethyst (big) || [[File:Progear amethyst ring big.jpg|frameless|center]] || 30 || [[File:Progear amethyst big.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Ruby (small) || [[File:Progear ruby ring small.jpg|frameless|center]] || 40 || [[File:Progear ruby small.jpg|frameless|center]] || 20&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Ruby (medium) || [[File:Progear ruby ring medium.jpg|frameless|center]] || 50 || [[File:Progear ruby medium.jpg|frameless|center]] || 40&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Ruby (big) || [[File:Progear ruby ring big.jpg|frameless|center]] || 60 || [[File:Progear ruby big.jpg|frameless|center]] || 80&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Emerald (small) || [[File:Progear emerald ring small.jpg|frameless|center]] || 70 || [[File:Progear emerald small.jpg|frameless|center]] || 160&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Emerald (medium) || [[File:Progear emerald ring medium.jpg|frameless|center]] || 80 || [[File:Progear emerald medium.jpg|frameless|center]] || 320&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Emerald (big) || [[File:Progear emerald ring big.jpg|frameless|center]] || 90 || [[File:Progear emerald big.jpg|frameless|center]] || 640&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Diamond || [[File:Progear_diamond_ring.jpg|frameless|center]] || 100 || [[File:Progear_diamond_stone.jpg|frameless|center]] || 1280&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chain reactions===&lt;br /&gt;
When the player destroys an enemy in Gunner mode,bullets on the sprite of the explosion will be cancelled and turn into jewels. However, if some other bullets are close enough from these jewels, the cancel reaction might propagate. The propagation is easier the higher the value of the jewel is. There are several spots in the game where enemies keep shooting at the player and if the players leave them alive, it is possible to start a cancel reaction that will go on as long as the bullets are set up in a specific way allowing this to happen.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Gif chain reaction.gif|thumb|center|Chain reaction at the end of stage 1]]&lt;br /&gt;
&lt;br /&gt;
===Jewel counter===&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
===Bomb stacking===&lt;br /&gt;
&lt;br /&gt;
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. There is also an animation of children waving a flag next to the player bomb stock while this bonus is active.&lt;br /&gt;
&lt;br /&gt;
Stacking bombs increases the jewel counter by 10 000 (20 000 if the player is already in « x2 mode »).&lt;br /&gt;
&lt;br /&gt;
Usually, the lower limit of ring/jewel is small amethyst (level 1), but it rises as follows each time the stacking is repeated. Repeated stacking will allow the player to prepare diamond rings with a smaller number of bullets, making it easier to score and safer. This is especially useful during the second loop.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 1st time || Amethyst big (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 2nd time || Ruby small (Level 4)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 3rd time || Ruby big (Level 6)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 4th time || Emerald small (Level 7)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 5th time or more || Emerald big (Level 9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the player dies or uses a bomb, the lower limit of ring/jewel will return to small amethyst (level 1).&lt;br /&gt;
&lt;br /&gt;
===Shooting/Tick points===&lt;br /&gt;
When the player is in fighter mode, every time a bullet hits an enemy, the player will earn points according to the following formula :&lt;br /&gt;
&lt;br /&gt;
  Shooting point = (Jewel counter / 10000 (rounded down to the nearest whole number)) x 10 &lt;br /&gt;
&lt;br /&gt;
If the player is in « x2 mode », this number is multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
The notations such as &amp;quot;+10&amp;quot; and &amp;quot;+ 150 × 2&amp;quot; that sometimes appear on the jewel counter display indicate the shooting point.&lt;br /&gt;
That's why, for scoring optimisation, dealing damage to bosses at pointblank range using Shot is recommanded.&lt;br /&gt;
&lt;br /&gt;
===Stage clear bonus===&lt;br /&gt;
When the player clears a stage, he receives a score bonus equal to the jewel counter multiplied by 10. If the « x2 mode » is active (see Bomb stacking), this bonus is multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
===ALL clear bonus===&lt;br /&gt;
If the player clears both loops, he will receive a ALL clear bonus :&lt;br /&gt;
* 5 million points per remaining extend&lt;br /&gt;
* 1 million points per remaining bomb&lt;br /&gt;
* Jewel counter x 20&lt;br /&gt;
&lt;br /&gt;
2-5 also has a Stage clear bonus, so if the player clears, he will get both a STAGE clear bonus and an ALL clear bonus.&lt;br /&gt;
&lt;br /&gt;
==Affection system==&lt;br /&gt;
&lt;br /&gt;
The affection of the accompanying gunner to the pilot changes depending on the way the player plays . The affection level influences the gunner's facial expression and ending when clearing a stage, and the aircraft performance of specific combinations (Ring/Rivet and Bolt/Chain). &lt;br /&gt;
&lt;br /&gt;
The level of activity (ACTIVE), the level of safety (SAFE), and the level of Affection (LOVELY) are evaluated on a 73-point scale from 0 to 72, respectively.&lt;br /&gt;
&lt;br /&gt;
  Activity level (ACTIVE) = (activity level counter / 4096) x 72&lt;br /&gt;
  Safety level (SAVE) = ((safety level counter-near miss counter) / 100000) x 72&lt;br /&gt;
  Affection (LOVELY) = (activity level + safety level) / 2&lt;br /&gt;
&lt;br /&gt;
  Affection level =&lt;br /&gt;
    When ACTIVE is 72 and SAFETY is 72: LEVEL6&lt;br /&gt;
    When ACTIVE is 48 or higher and SAFETY is 48 or higher: LEVEL5&lt;br /&gt;
    When ACTIVE is 48 or higher and SAFETY is 24 or higher: LEVEL4 (Part 1)&lt;br /&gt;
    When ACTIVE is 24 or higher and SAFETY is 48 or higher: LEVEL4 (Part 2) &lt;br /&gt;
    When ACTIVE is 48 or more and SAFETY is less than 24: LEVEL3 (Part 1)&lt;br /&gt;
    When ACTIVE is less than 24 and SAFETY is 48 or more: LEVEL3 (Part 2) &lt;br /&gt;
    When ACTIVE is 24 or higher and SAFETY is 24 or higher: LEVEL3 (Part 3) &lt;br /&gt;
    When ACTIVE is 24 or more and SAFETY is less than 24: LEVEL2 (Part 1) &lt;br /&gt;
    When ACTIVE is less than 24 and SAFETY is 24 or more: LEVEL2 (Part 2) &lt;br /&gt;
    If ACTIVE is less than 24 and SAFETY is less than 24: LEVEL1&lt;br /&gt;
&lt;br /&gt;
===Activity counter===&lt;br /&gt;
&lt;br /&gt;
When the activity jewel counter, which will be described later, exceeds 128, a certain amount will be added each time jeweling is performed.&lt;br /&gt;
The value to be added varies from stage to stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 || Stage 2 || Stage 3 || Stage 4 || Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| 256 || 85 || 85 || 64 || 51&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is an upper limit to the number of additions for each stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|   ||Stage 1 || Stage 2 || Stage 3 || Stage 4 || Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| Maximum number of additions  || 6 times || 17 times || 17 times || 22 times || 28 times&lt;br /&gt;
|-&lt;br /&gt;
| Activity counter than can be acquired in this stage  || 1536 (256x6) || 1445 (85x17) || 1445 (85x17) || 1408 (64x22) || 1428 (51x28)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* After the addition, 128 will be subtracted to the jewel counter for activity .&lt;br /&gt;
* Even if the player makes a mistake or uses a continue, it will not decrease.&lt;br /&gt;
* if the player scores a little, he will reach the upper limit immediately, so it is difficult to see differences during different runs.&lt;br /&gt;
* When the activity counter is 4096 or more, the activity level will be 72 (MAX level) (achieved on stage 3 in the best case).&lt;br /&gt;
&lt;br /&gt;
===Jewel counter for activity (0 to 14524)===&lt;br /&gt;
&lt;br /&gt;
When a ring or jewel appears by jeweling, the following values ​​are added (subtracted) for each ring / jewel (regardless of whether it is collected or not). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  Jewel || Best couple || Other than the best couple&lt;br /&gt;
|-&lt;br /&gt;
| Ring || -1 || -1 &lt;br /&gt;
|-&lt;br /&gt;
| Amethyst jewel || -1 || -1 &lt;br /&gt;
|-&lt;br /&gt;
| Ruby jewel || +3 || +2&lt;br /&gt;
|-&lt;br /&gt;
| Emerald jewel || +4 || +3&lt;br /&gt;
|-&lt;br /&gt;
| Diamond jewel || +6 || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When the activity jewel counter exceeds 128, the activity counter increases by a certain amount and the activity jewel counter is subtracted by 128. &lt;br /&gt;
&lt;br /&gt;
===Safety counter (-10000 to 150000)===&lt;br /&gt;
&lt;br /&gt;
The safety counter is calculated from the following five factors. &lt;br /&gt;
&lt;br /&gt;
  Safety counter =&lt;br /&gt;
    ＋ Initial value (33000 or 5000)&lt;br /&gt;
    ＋ Positioning of the aircraft (-10 to +5 for each frame)&lt;br /&gt;
    ＋ Enemy left (-4 per frame when considered to be dangerous enemy left)&lt;br /&gt;
    ＋ Bomb (+6000 per bomb use)&lt;br /&gt;
    ＋ Miss (-10000 per death)&lt;br /&gt;
    - Near-Miss Counter &lt;br /&gt;
&lt;br /&gt;
'''initial value'''&lt;br /&gt;
The initial value of the safety counter is different depending on the compatibility of the Pilot/Gunner couple. Ring/Chain and Bolt/Nail which are the best couples start at 33000, and the other couples start at 5000. After using a continue, the safety counter is reset to its initial value.&lt;br /&gt;
&lt;br /&gt;
'''Positioning of the aircraft'''&lt;br /&gt;
The safety counter increases or decreases depending on where the aircraft is located in each area where the x-axis is divided into 23. The amount of increase / decrease per frame is set as follows. &lt;br /&gt;
&lt;br /&gt;
1, 2, 3, 4, 5, 5, 2, 2, 1, 1, 0, -1, -1, -2, -2, -4, -4, -6, -6, -8,- 8, -10, -10&lt;br /&gt;
&lt;br /&gt;
The fastest increase in safety is in the area where 5 is set, which is roughly between the green lines in the image below. &lt;br /&gt;
&lt;br /&gt;
[[File:Progear Safety area.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
During the bomb, the safety counter will stop increasing or decreasing due to the positioning of the aircraft. &lt;br /&gt;
&lt;br /&gt;
'''Enemy left'''&lt;br /&gt;
&lt;br /&gt;
When all of the following conditions are met, the safety counter will decrease by -4 per frame.&lt;br /&gt;
* Enemy approaching the player&lt;br /&gt;
* The player didn't shot i the last 75 frames&lt;br /&gt;
* There are 6 or more enemy sprites (medium / large enemies have multiple sprites, and some of the sprites used in background animation etc. are included in this count).&lt;br /&gt;
* 20 or more enemy bullets&lt;br /&gt;
&lt;br /&gt;
'''Near miss counter (0-50000)'''&lt;br /&gt;
&lt;br /&gt;
The number of enemy bullets judged to be close to the aircraft is counted every 2 frames and added.&lt;br /&gt;
+2 will be added for each bullet, but only +1 during boss battles.&lt;br /&gt;
Even after a death or continue, it will not decrease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The safety level becomes 72 (MAX level) when the safety level reaches 100,000.&lt;br /&gt;
&lt;br /&gt;
===Gunner's facial expression===&lt;br /&gt;
&lt;br /&gt;
The Gunner's facial expression changes depending on the level of affection when clearing STAGE.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  Affection Level || Chain || Nail || Rivet&lt;br /&gt;
|-&lt;br /&gt;
|   Level 1 || [[File:Affection Chain level 1.png|frameless|center]] || [[File:Affection Ring level 1.png|frameless|center]] || [[File:Affection Rivet level 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 2 (Part 1) || [[File:Affection Chain level 2 part 1.png|frameless|center]] || [[File:Affection Nail level 2 part 1.png|frameless|center]] || [[File:Affection Rivet level 2 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 2 (Part 2) || [[File:Affection Chain level 2 part 2.png|frameless|center]] || [[File:Affection Nail level 2 part 2.png|frameless|center]] || [[File:Affection Rivet level 2 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 1) || [[File:Affection Chain level 3 part 1.png|frameless|center]] || [[File:Affection Nail level 3 part 1.png|frameless|center]] || [[File:Affection Rivet level 3 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 2) || [[File:Affection Rivet level 3 part 2.png|frameless|center]] || [[File:Affection Nail level 3 part 2.png|frameless|center]] || [[File:Affection Chain level 3 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 3) || [[File:Affection Chain level 3 part 3.png|frameless|center]] || [[File:Affection Nail level 3 part 3.png|frameless|center]] || [[File:Affection Rivet level 3 part 3.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 4 (Part 1) || [[File:Affection Chain level 4 part 1.png|frameless|center]] || [[File:Affection Nail level 4 part 1.png|frameless|center]] || [[File:Affection Rivet level 4 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 4 (Part 2) || [[File:Affection Chain level 4 part 2.png|frameless|center]] || [[File:Affection Nail level 4 part 2.png|frameless|center]] || [[File:Affection Rivet level 4 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 5 || [[File:Affection Chain level 5 .png|frameless|center]] || [[File:Affection Nail level 5 .png|frameless|center]] || [[File:Affection Rivet level 5 .png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 6 || [[File:Affection Chain level 6.png|frameless|center]] || [[File:Affection Nail level 6.png|frameless|center]] || [[File:Affection Rivet level 6.png|frameless|center]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ending===&lt;br /&gt;
After a clear, if the Affection level is LEVEL 4 or less, it will be a normal ending. If it is LEVEL 5 or more, it will be a true ending.&lt;br /&gt;
If the player clears both loops without using a continue, he will always get a true ending.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
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 &amp;quot;The Professional Gear&amp;quot;, or just &amp;quot;Progear&amp;quot;. 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 &amp;quot;the Motorouin&amp;quot; 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 &amp;quot;The Punishment of the Sages&amp;quot;.&lt;br /&gt;
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 &amp;quot;Gun Flyer&amp;quot; and installed it in all of their planes. The Storm of Progear was about to begin!&lt;br /&gt;
&lt;br /&gt;
== Development Team ==&lt;br /&gt;
'''Cave'''&lt;br /&gt;
* Producer = Kenichi Takano&lt;br /&gt;
* Director = Junya Inoue&lt;br /&gt;
* Program = Tsuneki Ikeda,Satoshi Kouyama,Takashi Ishimura&lt;br /&gt;
* Designers = Akira Wakabayashi,Hiroyuki Tanaka,Fusayuki Watariguchi,Kengo Arai&lt;br /&gt;
* Sound producer = Junya Inoue&lt;br /&gt;
* Music = Yukinori Kikuchi&lt;br /&gt;
* Sound effecter = Ryuichi Yabuki&lt;br /&gt;
* Special assist = Tosiaki Tomizawa&lt;br /&gt;
* Character voice = Mitsuo Furusawa&amp;lt;,Junya Inoue,Aki Sibata,Midori Katou,Masayo Hirasaka&lt;br /&gt;
* Special thanks = Yasushi Imai&lt;br /&gt;
* Character &amp;amp; mechanic design = Junya Inoue&lt;br /&gt;
&lt;br /&gt;
'''Capcom'''&lt;br /&gt;
* Producer = Tatsuya Minami&lt;br /&gt;
* Support research &amp;amp; development : Tomoshi Sadamoto&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
The game has two official version : the Japanese version which was the original version of the game and the US version.&lt;br /&gt;
The US version removes all of the voice acting from characters. &lt;br /&gt;
In the Japanese, enemies have more health and shoot more bullets.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
[[Progear_no_Arashi/Video_Index|Video index for Progear no Arashi]]&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Scoring info and formatting work provided by [[User:Juju Kenobi|Juju Kenobi]] &lt;br /&gt;
# Scoring info https://w.atwiki.jp/progear/&lt;br /&gt;
# Item and characters sprites taken from http://http://www.world-of-arcades.net/Cave/Progear/Characters.htm&lt;/div&gt;</summary>
		<author><name>Juju Kenobi</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Progear_no_Arashi&amp;diff=8951</id>
		<title>Progear no Arashi</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Progear_no_Arashi&amp;diff=8951"/>
		<updated>2021-04-12T06:04:11Z</updated>

		<summary type="html">&lt;p&gt;Juju Kenobi: /* Activity counter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Progear logo.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #6dc2ca&lt;br /&gt;
| innerbordercolor = #eeeeac&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #fefafb&lt;br /&gt;
| image = Progear poster.jpg&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagescalepx = 180px&lt;br /&gt;
| developer = [[CAVE]]&lt;br /&gt;
| music = Yukinori Kikuchi&lt;br /&gt;
| program = Tsuneki Ikeda&amp;lt;br/&amp;gt;Satoshi Kouyama&amp;lt;br/&amp;gt;Takashi Ishimura&lt;br /&gt;
| art = Junya Inoue&lt;br /&gt;
| releasedate =  January 17, 2001&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''[[Progear no Arashi]]''(プロギアの嵐, &amp;quot;Storm of Progear&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Progear is a three-button shooter. Button C is disabled by default but can be enabled in the service menu.&lt;br /&gt;
&lt;br /&gt;
There are five stages in the game, with a second loop beginning at the end of stage five if one  of the requirements for the 2nd loop is met. Upon reaching the end of the second loop, the player will fight the True Last Boss. &lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''A (Press):''' '''Fighter mode''' Fires the standard shot weapon.&lt;br /&gt;
* '''A (Hold):''' '''Gunner mode''' Fires the ship's &amp;quot;focus&amp;quot; fire, using the gunner options, locking onto the closest enemies until they are destroyed or the A button is realesed&lt;br /&gt;
* '''B:''' Detonates a Bomb if there is at least one bomb in stock&lt;br /&gt;
* '''C''': Auto-fire for the player's standard spread shot.&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships  ===&lt;br /&gt;
====Fighter/Pilot selection====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Ship&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pilot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Aircraft&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Speed&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Power&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | position&amp;lt;br/&amp;gt;of hitbox&lt;br /&gt;
|-&lt;br /&gt;
! Pointblank !! Far &lt;br /&gt;
|-&lt;br /&gt;
| '''Fighter Type-A GAMBLER ''' || [[File:Ring.jpg|thumb|Ring|x300px]] || [[File:Progear Plane A.gif|frameless]] || Normal || Wide Shot|| Strong|| Weak  || [[File:Progear hitbox gambler.png|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Fighter Type-B MILITANT''' || [[File:Progear Bolt.jpg|thumb|Bolt|x300px]] || [[File:Progear Plane B.gif|frameless]] || Fast || Straight Shot|| Medium || Medium  || [[File:Progear hitbox militant.png|frameless]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
====Gunner selection====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gunner !! Co-pilot !! Gunner option !! Fire !! Speed in&amp;lt;br/&amp;gt;gunner mode !! Lock speed !! Power&lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Alpha''' || [[File:Progear Chain.jpg|thumb|Chain|x300px]] || [[File:Progear Gunner option type alpha.gif|frameless]] || Straight || Slow || Slow|| Strong&lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Beta''' || [[File:Progear Nail.jpg|thumb|Nail|x300px]] || [[File:Progear Gunner option type beta.gif|frameless]] || Wide || Fast || Fast|| Weak &lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Gamma ''' || [[File:Progear Rivet.jpg|thumb|Rivet|x300px]] || [[File:Progear Gunner option type gamma.gif|frameless]] || Homing || Medium || Medium || Strong&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gunner formation====&lt;br /&gt;
It is possible to change the formation of your gunner options by using some specific inputs during the gunner selection screen&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear system form normal alpha.jpg|frameless]] [[File:Progear system formation normal beta.jpg|frameless]] [[File:Progear system formation normal gamma.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
* '''Center up and down''': By pressing 2P start (or 1P start for 2P) while selecting the gunner,the gunner options will be up and down in the center. &lt;br /&gt;
&lt;br /&gt;
[[File:Progear Center up and down formation.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* '''Forward up and down''': By pressing both A and B buttons, while holding the 2P start (or 1P start for 2P) during the gunner selection, the gunner options will be up and down in front of the aircraft. 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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Forward up and down formation.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
====Change of clothes====&lt;br /&gt;
&lt;br /&gt;
By pressing 1P during the pilot or the gunner selection screen (or 2P as 2P), the clothes will be changed to 2P clothes (or 1P as 2P).&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Clothes change.jpg|thumb|center|1P Nail in 2P clothes]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear power up.jpg|center|frameless]] || '''Power Up'''&amp;lt;br/&amp;gt;Increases your attack power (max power after the 4th item)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear power max.jpg|center|frameless]] || '''Max Power Up'''&amp;lt;br/&amp;gt;Instantly grants max power (only appears after losing all lives)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear bomb.jpg|center|frameless]] || '''Bomb'''&amp;lt;br/&amp;gt;Increases your bomb stock by 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear diamond ring.jpg|center|frameless]] || '''Ring'''&amp;lt;br/&amp;gt;Produced when canceling bullet by killing enemies in fighter mode (shot)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear diamond stone.jpg|center|frameless]] || '''Stone/Jewel'''&amp;lt;br/&amp;gt;Produced when canceling bullet by killing enemies in gunner mode (option lock)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear 1UP mini.jpg|frameless|center]] || '''1-Up'''&amp;lt;br/&amp;gt;Rewards the player with one extra life&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
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) :&lt;br /&gt;
it reaches the right side of the screen&lt;br /&gt;
the jewel counter has run out&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage !! Jewels&lt;br /&gt;
|-&lt;br /&gt;
| 1st || 2000&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 4000&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 8000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 2nd loop || 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Extends and 1UP item===&lt;br /&gt;
&lt;br /&gt;
With the default settings, the player gets his first score extend at 3 million, then one every 4 million after. &lt;br /&gt;
&lt;br /&gt;
There is a hidden 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 a 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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear 1up GIF.gif|thumb|center|Hidden 1UP in stage 4]]&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
If the player hitbox collides with a bullet or an enemy hitbox, 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.&lt;br /&gt;
&lt;br /&gt;
But this does not always work. For example, on its final form, the 5th boss doesn't take any damage from the explosion.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
After clearing the 1st loop, if any of these requirements is met, the player will access the 2nd loop:&lt;br /&gt;
* number of bombs used is 2 or less.&lt;br /&gt;
* sum of bombs used and lives lost is 7 or less.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the 2nd loop, the jewel counter is doubled.&lt;br /&gt;
&lt;br /&gt;
Several changes occur during the 2nd loop compared to the 1st:&lt;br /&gt;
* The player cannot earn score extend anymore.&lt;br /&gt;
* The position and number of enemies is not exactly the same as in the 1rst loop&lt;br /&gt;
* When killed, the enemies will release revenge bullets aimed toward the player (but not completely straight at him)&lt;br /&gt;
* Every time the player dies, if the boss battle has not started, the player will start from the beginning of the current stage.&lt;br /&gt;
* Several bosses will have additional phases and attacks&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
===Jeweling===&lt;br /&gt;
Enemy bullets that are caught in enemies explosion disappear and become scoring items (rings or gems)&lt;br /&gt;
&lt;br /&gt;
If the player cancels bullets while being in Fighter mode (shot), the bullets will turn into ring 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).&lt;br /&gt;
&lt;br /&gt;
If the player cancels bullets while being in Gunner mode (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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The value of Rings and Jewels is shown in the following table: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value as&amp;lt;br/&amp;gt;Ring&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value as&amp;lt;br/&amp;gt;Jewel&lt;br /&gt;
|-&lt;br /&gt;
! Sprite !! Value !! Sprite !! Value&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Amethyst (small) || [[File:Progear amethyst ring small.jpg|frameless|center]] || 10 || [[File:Progear amethyst small.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Amethyst (medium) || [[File:Progear amethyst ring medium.jpg|frameless|center]] || 20 || [[File:Progear amethyst medium.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Amethyst (big) || [[File:Progear amethyst ring big.jpg|frameless|center]] || 30 || [[File:Progear amethyst big.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Ruby (small) || [[File:Progear ruby ring small.jpg|frameless|center]] || 40 || [[File:Progear ruby small.jpg|frameless|center]] || 20&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Ruby (medium) || [[File:Progear ruby ring medium.jpg|frameless|center]] || 50 || [[File:Progear ruby medium.jpg|frameless|center]] || 40&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Ruby (big) || [[File:Progear ruby ring big.jpg|frameless|center]] || 60 || [[File:Progear ruby big.jpg|frameless|center]] || 80&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Emerald (small) || [[File:Progear emerald ring small.jpg|frameless|center]] || 70 || [[File:Progear emerald small.jpg|frameless|center]] || 160&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Emerald (medium) || [[File:Progear emerald ring medium.jpg|frameless|center]] || 80 || [[File:Progear emerald medium.jpg|frameless|center]] || 320&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Emerald (big) || [[File:Progear emerald ring big.jpg|frameless|center]] || 90 || [[File:Progear emerald big.jpg|frameless|center]] || 640&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Diamond || [[File:Progear_diamond_ring.jpg|frameless|center]] || 100 || [[File:Progear_diamond_stone.jpg|frameless|center]] || 1280&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chain reactions===&lt;br /&gt;
When the player destroys an enemy in Gunner mode,bullets on the sprite of the explosion will be cancelled and turn into jewels. However, if some other bullets are close enough from these jewels, the cancel reaction might propagate. The propagation is easier the higher the value of the jewel is. There are several spots in the game where enemies keep shooting at the player and if the players leave them alive, it is possible to start a cancel reaction that will go on as long as the bullets are set up in a specific way allowing this to happen.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Gif chain reaction.gif|thumb|center|Chain reaction at the end of stage 1]]&lt;br /&gt;
&lt;br /&gt;
===Jewel counter===&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
===Bomb stacking===&lt;br /&gt;
&lt;br /&gt;
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. There is also an animation of children waving a flag next to the player bomb stock while this bonus is active.&lt;br /&gt;
&lt;br /&gt;
Stacking bombs increases the jewel counter by 10 000 (20 000 if the player is already in « x2 mode »).&lt;br /&gt;
&lt;br /&gt;
Usually, the lower limit of ring/jewel is small amethyst (level 1), but it rises as follows each time the stacking is repeated. Repeated stacking will allow the player to prepare diamond rings with a smaller number of bullets, making it easier to score and safer. This is especially useful during the second loop.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 1st time || Amethyst big (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 2nd time || Ruby small (Level 4)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 3rd time || Ruby big (Level 6)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 4th time || Emerald small (Level 7)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 5th time or more || Emerald big (Level 9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the player dies or uses a bomb, the lower limit of ring/jewel will return to small amethyst (level 1).&lt;br /&gt;
&lt;br /&gt;
===Shooting/Tick points===&lt;br /&gt;
When the player is in fighter mode, every time a bullet hits an enemy, the player will earn points according to the following formula :&lt;br /&gt;
&lt;br /&gt;
  Shooting point = (Jewel counter / 10000 (rounded down to the nearest whole number)) x 10 &lt;br /&gt;
&lt;br /&gt;
If the player is in « x2 mode », this number is multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
The notations such as &amp;quot;+10&amp;quot; and &amp;quot;+ 150 × 2&amp;quot; that sometimes appear on the jewel counter display indicate the shooting point.&lt;br /&gt;
That's why, for scoring optimisation, dealing damage to bosses at pointblank range using Shot is recommanded.&lt;br /&gt;
&lt;br /&gt;
===Stage clear bonus===&lt;br /&gt;
When the player clears a stage, he receives a score bonus equal to the jewel counter multiplied by 10. If the « x2 mode » is active (see Bomb stacking), this bonus is multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
===ALL clear bonus===&lt;br /&gt;
If the player clears both loops, he will receive a ALL clear bonus :&lt;br /&gt;
* 5 million points per remaining extend&lt;br /&gt;
* 1 million points per remaining bomb&lt;br /&gt;
* Jewel counter x 20&lt;br /&gt;
&lt;br /&gt;
2-5 also has a Stage clear bonus, so if the player clears, he will get both a STAGE clear bonus and an ALL clear bonus.&lt;br /&gt;
&lt;br /&gt;
==Affection system==&lt;br /&gt;
&lt;br /&gt;
The affection of the accompanying gunner to the pilot changes depending on the way the player plays . The affection level influences the gunner's facial expression and ending when clearing a stage, and the aircraft performance of specific combinations (Ring/Rivet and Bolt/Chain). &lt;br /&gt;
&lt;br /&gt;
The level of activity (ACTIVE), the level of safety (SAFE), and the level of Affection (LOVELY) are evaluated on a 73-point scale from 0 to 72, respectively.&lt;br /&gt;
&lt;br /&gt;
  Activity level (ACTIVE) = (activity level counter / 4096) x 72&lt;br /&gt;
  Safety level (SAVE) = ((safety level counter-near miss counter) / 100000) x 72&lt;br /&gt;
  Affection (LOVELY) = (activity level + safety level) / 2&lt;br /&gt;
&lt;br /&gt;
  Affection level =&lt;br /&gt;
    When ACTIVE is 72 and SAFETY is 72: LEVEL6&lt;br /&gt;
    When ACTIVE is 48 or higher and SAFETY is 48 or higher: LEVEL5&lt;br /&gt;
    When ACTIVE is 48 or higher and SAFETY is 24 or higher: LEVEL4 (Part 1)&lt;br /&gt;
    When ACTIVE is 24 or higher and SAFETY is 48 or higher: LEVEL4 (Part 2) &lt;br /&gt;
    When ACTIVE is 48 or more and SAFETY is less than 24: LEVEL3 (Part 1)&lt;br /&gt;
    When ACTIVE is less than 24 and SAFETY is 48 or more: LEVEL3 (Part 2) &lt;br /&gt;
    When ACTIVE is 24 or higher and SAFETY is 24 or higher: LEVEL3 (Part 3) &lt;br /&gt;
    When ACTIVE is 24 or more and SAFETY is less than 24: LEVEL2 (Part 1) &lt;br /&gt;
    When ACTIVE is less than 24 and SAFETY is 24 or more: LEVEL2 (Part 2) &lt;br /&gt;
    If ACTIVE is less than 24 and SAFETY is less than 24: LEVEL1&lt;br /&gt;
&lt;br /&gt;
===Activity counter===&lt;br /&gt;
&lt;br /&gt;
When the activity jewel counter, which will be described later, exceeds 128, a certain amount will be added each time jeweling is performed.&lt;br /&gt;
The value to be added varies from stage to stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 || Stage 2 || Stage 3 || Stage 4 || Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| 256 || 85 || 85 || 64 || 51&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is an upper limit to the number of additions for each stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|   ||Stage 1 || Stage 2 || Stage 3 || Stage 4 || Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| Maximum number of additions  || 6 times || 17 times || 17 times || 22 times || 28 times&lt;br /&gt;
|-&lt;br /&gt;
| Activity counter than can be acquired in this stage  || 1536 (256x6) || 1445 (85x17) || 1445 (85x17) || 1408 (64x22) || 1428 (51x28)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* After the addition, 128 will be subtracted to jewel counter for activity .&lt;br /&gt;
* Even if the player makes a mistake or uses a continue, it will not decrease.&lt;br /&gt;
* if the player scores a little, he will reach the upper limit immediately, so it is difficult to see differences during different runs.&lt;br /&gt;
* When the activity counter is 4096 or more, the activity level will be 72 (MAX level) (achieved on stage 3 in the best case).&lt;br /&gt;
&lt;br /&gt;
===Jewel counter for activity (0 to 14524)===&lt;br /&gt;
&lt;br /&gt;
When a ring or jewel appears by jeweling, the following values ​​are added (subtracted) for each ring / jewel (regardless of whether it is collected or not). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  Jewel || Best couple || Other than the best couple&lt;br /&gt;
|-&lt;br /&gt;
| Ring || -1 || -1 &lt;br /&gt;
|-&lt;br /&gt;
| Amethyst jewel || -1 || -1 &lt;br /&gt;
|-&lt;br /&gt;
| Ruby jewel || +3 || +2&lt;br /&gt;
|-&lt;br /&gt;
| Emerald jewel || +4 || +3&lt;br /&gt;
|-&lt;br /&gt;
| Diamond jewel || +6 || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When the activity jewel counter exceeds 128, the activity counter increases by a certain amount and the activity jewel counter is subtracted by 128. &lt;br /&gt;
&lt;br /&gt;
===Safety counter (-10000 to 150000)===&lt;br /&gt;
&lt;br /&gt;
The safety counter is calculated from the following five factors. &lt;br /&gt;
&lt;br /&gt;
  Safety counter =&lt;br /&gt;
    ＋ Initial value (33000 or 5000)&lt;br /&gt;
    ＋ Positioning of the aircraft (-10 to +5 for each frame)&lt;br /&gt;
    ＋ Enemy left (-4 per frame when considered to be dangerous enemy left)&lt;br /&gt;
    ＋ Bomb (+6000 per bomb use)&lt;br /&gt;
    ＋ Miss (-10000 per death)&lt;br /&gt;
    - Near-Miss Counter &lt;br /&gt;
&lt;br /&gt;
'''initial value'''&lt;br /&gt;
The initial value of the safety counter is different depending on the compatibility of the Pilot/Gunner couple. Ring/Chain and Bolt/Nail which are the best couples start at 33000, and the other couples start at 5000. After using a continue, the safety counter is reset to its initial value.&lt;br /&gt;
&lt;br /&gt;
'''Positioning of the aircraft'''&lt;br /&gt;
The safety counter increases or decreases depending on where the aircraft is located in each area where the x-axis is divided into 23. The amount of increase / decrease per frame is set as follows. &lt;br /&gt;
&lt;br /&gt;
1, 2, 3, 4, 5, 5, 2, 2, 1, 1, 0, -1, -1, -2, -2, -4, -4, -6, -6, -8,- 8, -10, -10&lt;br /&gt;
&lt;br /&gt;
The fastest increase in safety is in the area where 5 is set, which is roughly between the green lines in the image below. &lt;br /&gt;
&lt;br /&gt;
[[File:Progear Safety area.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
During the bomb, the safety counter will stop increasing or decreasing due to the positioning of the aircraft. &lt;br /&gt;
&lt;br /&gt;
'''Enemy left'''&lt;br /&gt;
&lt;br /&gt;
When all of the following conditions are met, the safety counter will decrease by -4 per frame.&lt;br /&gt;
* Enemy approaching the player&lt;br /&gt;
* The player didn't shot i the last 75 frames&lt;br /&gt;
* There are 6 or more enemy sprites (medium / large enemies have multiple sprites, and some of the sprites used in background animation etc. are included in this count).&lt;br /&gt;
* 20 or more enemy bullets&lt;br /&gt;
&lt;br /&gt;
'''Near miss counter (0-50000)'''&lt;br /&gt;
&lt;br /&gt;
The number of enemy bullets judged to be close to the aircraft is counted every 2 frames and added.&lt;br /&gt;
+2 will be added for each bullet, but only +1 during boss battles.&lt;br /&gt;
Even after a death or continue, it will not decrease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The safety level becomes 72 (MAX level) when the safety level reaches 100,000.&lt;br /&gt;
&lt;br /&gt;
===Gunner's facial expression===&lt;br /&gt;
&lt;br /&gt;
The Gunner's facial expression changes depending on the level of affection when clearing STAGE.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  Affection Level || Chain || Nail || Rivet&lt;br /&gt;
|-&lt;br /&gt;
|   Level 1 || [[File:Affection Chain level 1.png|frameless|center]] || [[File:Affection Ring level 1.png|frameless|center]] || [[File:Affection Rivet level 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 2 (Part 1) || [[File:Affection Chain level 2 part 1.png|frameless|center]] || [[File:Affection Nail level 2 part 1.png|frameless|center]] || [[File:Affection Rivet level 2 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 2 (Part 2) || [[File:Affection Chain level 2 part 2.png|frameless|center]] || [[File:Affection Nail level 2 part 2.png|frameless|center]] || [[File:Affection Rivet level 2 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 1) || [[File:Affection Chain level 3 part 1.png|frameless|center]] || [[File:Affection Nail level 3 part 1.png|frameless|center]] || [[File:Affection Rivet level 3 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 2) || [[File:Affection Rivet level 3 part 2.png|frameless|center]] || [[File:Affection Nail level 3 part 2.png|frameless|center]] || [[File:Affection Chain level 3 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 3) || [[File:Affection Chain level 3 part 3.png|frameless|center]] || [[File:Affection Nail level 3 part 3.png|frameless|center]] || [[File:Affection Rivet level 3 part 3.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 4 (Part 1) || [[File:Affection Chain level 4 part 1.png|frameless|center]] || [[File:Affection Nail level 4 part 1.png|frameless|center]] || [[File:Affection Rivet level 4 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 4 (Part 2) || [[File:Affection Chain level 4 part 2.png|frameless|center]] || [[File:Affection Nail level 4 part 2.png|frameless|center]] || [[File:Affection Rivet level 4 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 5 || [[File:Affection Chain level 5 .png|frameless|center]] || [[File:Affection Nail level 5 .png|frameless|center]] || [[File:Affection Rivet level 5 .png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 6 || [[File:Affection Chain level 6.png|frameless|center]] || [[File:Affection Nail level 6.png|frameless|center]] || [[File:Affection Rivet level 6.png|frameless|center]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ending===&lt;br /&gt;
After a clear, if the Affection level is LEVEL 4 or less, it will be a normal ending. If it is LEVEL 5 or more, it will be a true ending.&lt;br /&gt;
If the player clears both loops without using a continue, he will always get a true ending.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
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 &amp;quot;The Professional Gear&amp;quot;, or just &amp;quot;Progear&amp;quot;. 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 &amp;quot;the Motorouin&amp;quot; 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 &amp;quot;The Punishment of the Sages&amp;quot;.&lt;br /&gt;
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 &amp;quot;Gun Flyer&amp;quot; and installed it in all of their planes. The Storm of Progear was about to begin!&lt;br /&gt;
&lt;br /&gt;
== Development Team ==&lt;br /&gt;
'''Cave'''&lt;br /&gt;
* Producer = Kenichi Takano&lt;br /&gt;
* Director = Junya Inoue&lt;br /&gt;
* Program = Tsuneki Ikeda,Satoshi Kouyama,Takashi Ishimura&lt;br /&gt;
* Designers = Akira Wakabayashi,Hiroyuki Tanaka,Fusayuki Watariguchi,Kengo Arai&lt;br /&gt;
* Sound producer = Junya Inoue&lt;br /&gt;
* Music = Yukinori Kikuchi&lt;br /&gt;
* Sound effecter = Ryuichi Yabuki&lt;br /&gt;
* Special assist = Tosiaki Tomizawa&lt;br /&gt;
* Character voice = Mitsuo Furusawa&amp;lt;,Junya Inoue,Aki Sibata,Midori Katou,Masayo Hirasaka&lt;br /&gt;
* Special thanks = Yasushi Imai&lt;br /&gt;
* Character &amp;amp; mechanic design = Junya Inoue&lt;br /&gt;
&lt;br /&gt;
'''Capcom'''&lt;br /&gt;
* Producer = Tatsuya Minami&lt;br /&gt;
* Support research &amp;amp; development : Tomoshi Sadamoto&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
The game has two official version : the Japanese version which was the original version of the game and the US version.&lt;br /&gt;
The US version removes all of the voice acting from characters. &lt;br /&gt;
In the Japanese, enemies have more health and shoot more bullets.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
[[Progear_no_Arashi/Video_Index|Video index for Progear no Arashi]]&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Scoring info and formatting work provided by [[User:Juju Kenobi|Juju Kenobi]] &lt;br /&gt;
# Scoring info https://w.atwiki.jp/progear/&lt;br /&gt;
# Item and characters sprites taken from http://http://www.world-of-arcades.net/Cave/Progear/Characters.htm&lt;/div&gt;</summary>
		<author><name>Juju Kenobi</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Progear_no_Arashi&amp;diff=8950</id>
		<title>Progear no Arashi</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Progear_no_Arashi&amp;diff=8950"/>
		<updated>2021-04-12T06:03:47Z</updated>

		<summary type="html">&lt;p&gt;Juju Kenobi: /* Activity counter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Progear logo.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #6dc2ca&lt;br /&gt;
| innerbordercolor = #eeeeac&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #fefafb&lt;br /&gt;
| image = Progear poster.jpg&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagescalepx = 180px&lt;br /&gt;
| developer = [[CAVE]]&lt;br /&gt;
| music = Yukinori Kikuchi&lt;br /&gt;
| program = Tsuneki Ikeda&amp;lt;br/&amp;gt;Satoshi Kouyama&amp;lt;br/&amp;gt;Takashi Ishimura&lt;br /&gt;
| art = Junya Inoue&lt;br /&gt;
| releasedate =  January 17, 2001&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''[[Progear no Arashi]]''(プロギアの嵐, &amp;quot;Storm of Progear&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Progear is a three-button shooter. Button C is disabled by default but can be enabled in the service menu.&lt;br /&gt;
&lt;br /&gt;
There are five stages in the game, with a second loop beginning at the end of stage five if one  of the requirements for the 2nd loop is met. Upon reaching the end of the second loop, the player will fight the True Last Boss. &lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''A (Press):''' '''Fighter mode''' Fires the standard shot weapon.&lt;br /&gt;
* '''A (Hold):''' '''Gunner mode''' Fires the ship's &amp;quot;focus&amp;quot; fire, using the gunner options, locking onto the closest enemies until they are destroyed or the A button is realesed&lt;br /&gt;
* '''B:''' Detonates a Bomb if there is at least one bomb in stock&lt;br /&gt;
* '''C''': Auto-fire for the player's standard spread shot.&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships  ===&lt;br /&gt;
====Fighter/Pilot selection====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Ship&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pilot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Aircraft&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Speed&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Power&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | position&amp;lt;br/&amp;gt;of hitbox&lt;br /&gt;
|-&lt;br /&gt;
! Pointblank !! Far &lt;br /&gt;
|-&lt;br /&gt;
| '''Fighter Type-A GAMBLER ''' || [[File:Ring.jpg|thumb|Ring|x300px]] || [[File:Progear Plane A.gif|frameless]] || Normal || Wide Shot|| Strong|| Weak  || [[File:Progear hitbox gambler.png|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Fighter Type-B MILITANT''' || [[File:Progear Bolt.jpg|thumb|Bolt|x300px]] || [[File:Progear Plane B.gif|frameless]] || Fast || Straight Shot|| Medium || Medium  || [[File:Progear hitbox militant.png|frameless]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
====Gunner selection====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gunner !! Co-pilot !! Gunner option !! Fire !! Speed in&amp;lt;br/&amp;gt;gunner mode !! Lock speed !! Power&lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Alpha''' || [[File:Progear Chain.jpg|thumb|Chain|x300px]] || [[File:Progear Gunner option type alpha.gif|frameless]] || Straight || Slow || Slow|| Strong&lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Beta''' || [[File:Progear Nail.jpg|thumb|Nail|x300px]] || [[File:Progear Gunner option type beta.gif|frameless]] || Wide || Fast || Fast|| Weak &lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Gamma ''' || [[File:Progear Rivet.jpg|thumb|Rivet|x300px]] || [[File:Progear Gunner option type gamma.gif|frameless]] || Homing || Medium || Medium || Strong&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gunner formation====&lt;br /&gt;
It is possible to change the formation of your gunner options by using some specific inputs during the gunner selection screen&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear system form normal alpha.jpg|frameless]] [[File:Progear system formation normal beta.jpg|frameless]] [[File:Progear system formation normal gamma.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
* '''Center up and down''': By pressing 2P start (or 1P start for 2P) while selecting the gunner,the gunner options will be up and down in the center. &lt;br /&gt;
&lt;br /&gt;
[[File:Progear Center up and down formation.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* '''Forward up and down''': By pressing both A and B buttons, while holding the 2P start (or 1P start for 2P) during the gunner selection, the gunner options will be up and down in front of the aircraft. 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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Forward up and down formation.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
====Change of clothes====&lt;br /&gt;
&lt;br /&gt;
By pressing 1P during the pilot or the gunner selection screen (or 2P as 2P), the clothes will be changed to 2P clothes (or 1P as 2P).&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Clothes change.jpg|thumb|center|1P Nail in 2P clothes]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear power up.jpg|center|frameless]] || '''Power Up'''&amp;lt;br/&amp;gt;Increases your attack power (max power after the 4th item)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear power max.jpg|center|frameless]] || '''Max Power Up'''&amp;lt;br/&amp;gt;Instantly grants max power (only appears after losing all lives)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear bomb.jpg|center|frameless]] || '''Bomb'''&amp;lt;br/&amp;gt;Increases your bomb stock by 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear diamond ring.jpg|center|frameless]] || '''Ring'''&amp;lt;br/&amp;gt;Produced when canceling bullet by killing enemies in fighter mode (shot)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear diamond stone.jpg|center|frameless]] || '''Stone/Jewel'''&amp;lt;br/&amp;gt;Produced when canceling bullet by killing enemies in gunner mode (option lock)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear 1UP mini.jpg|frameless|center]] || '''1-Up'''&amp;lt;br/&amp;gt;Rewards the player with one extra life&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
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) :&lt;br /&gt;
it reaches the right side of the screen&lt;br /&gt;
the jewel counter has run out&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage !! Jewels&lt;br /&gt;
|-&lt;br /&gt;
| 1st || 2000&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 4000&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 8000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 2nd loop || 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Extends and 1UP item===&lt;br /&gt;
&lt;br /&gt;
With the default settings, the player gets his first score extend at 3 million, then one every 4 million after. &lt;br /&gt;
&lt;br /&gt;
There is a hidden 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 a 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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear 1up GIF.gif|thumb|center|Hidden 1UP in stage 4]]&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
If the player hitbox collides with a bullet or an enemy hitbox, 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.&lt;br /&gt;
&lt;br /&gt;
But this does not always work. For example, on its final form, the 5th boss doesn't take any damage from the explosion.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
After clearing the 1st loop, if any of these requirements is met, the player will access the 2nd loop:&lt;br /&gt;
* number of bombs used is 2 or less.&lt;br /&gt;
* sum of bombs used and lives lost is 7 or less.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the 2nd loop, the jewel counter is doubled.&lt;br /&gt;
&lt;br /&gt;
Several changes occur during the 2nd loop compared to the 1st:&lt;br /&gt;
* The player cannot earn score extend anymore.&lt;br /&gt;
* The position and number of enemies is not exactly the same as in the 1rst loop&lt;br /&gt;
* When killed, the enemies will release revenge bullets aimed toward the player (but not completely straight at him)&lt;br /&gt;
* Every time the player dies, if the boss battle has not started, the player will start from the beginning of the current stage.&lt;br /&gt;
* Several bosses will have additional phases and attacks&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
===Jeweling===&lt;br /&gt;
Enemy bullets that are caught in enemies explosion disappear and become scoring items (rings or gems)&lt;br /&gt;
&lt;br /&gt;
If the player cancels bullets while being in Fighter mode (shot), the bullets will turn into ring 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).&lt;br /&gt;
&lt;br /&gt;
If the player cancels bullets while being in Gunner mode (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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The value of Rings and Jewels is shown in the following table: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value as&amp;lt;br/&amp;gt;Ring&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value as&amp;lt;br/&amp;gt;Jewel&lt;br /&gt;
|-&lt;br /&gt;
! Sprite !! Value !! Sprite !! Value&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Amethyst (small) || [[File:Progear amethyst ring small.jpg|frameless|center]] || 10 || [[File:Progear amethyst small.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Amethyst (medium) || [[File:Progear amethyst ring medium.jpg|frameless|center]] || 20 || [[File:Progear amethyst medium.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Amethyst (big) || [[File:Progear amethyst ring big.jpg|frameless|center]] || 30 || [[File:Progear amethyst big.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Ruby (small) || [[File:Progear ruby ring small.jpg|frameless|center]] || 40 || [[File:Progear ruby small.jpg|frameless|center]] || 20&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Ruby (medium) || [[File:Progear ruby ring medium.jpg|frameless|center]] || 50 || [[File:Progear ruby medium.jpg|frameless|center]] || 40&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Ruby (big) || [[File:Progear ruby ring big.jpg|frameless|center]] || 60 || [[File:Progear ruby big.jpg|frameless|center]] || 80&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Emerald (small) || [[File:Progear emerald ring small.jpg|frameless|center]] || 70 || [[File:Progear emerald small.jpg|frameless|center]] || 160&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Emerald (medium) || [[File:Progear emerald ring medium.jpg|frameless|center]] || 80 || [[File:Progear emerald medium.jpg|frameless|center]] || 320&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Emerald (big) || [[File:Progear emerald ring big.jpg|frameless|center]] || 90 || [[File:Progear emerald big.jpg|frameless|center]] || 640&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Diamond || [[File:Progear_diamond_ring.jpg|frameless|center]] || 100 || [[File:Progear_diamond_stone.jpg|frameless|center]] || 1280&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chain reactions===&lt;br /&gt;
When the player destroys an enemy in Gunner mode,bullets on the sprite of the explosion will be cancelled and turn into jewels. However, if some other bullets are close enough from these jewels, the cancel reaction might propagate. The propagation is easier the higher the value of the jewel is. There are several spots in the game where enemies keep shooting at the player and if the players leave them alive, it is possible to start a cancel reaction that will go on as long as the bullets are set up in a specific way allowing this to happen.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Gif chain reaction.gif|thumb|center|Chain reaction at the end of stage 1]]&lt;br /&gt;
&lt;br /&gt;
===Jewel counter===&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
===Bomb stacking===&lt;br /&gt;
&lt;br /&gt;
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. There is also an animation of children waving a flag next to the player bomb stock while this bonus is active.&lt;br /&gt;
&lt;br /&gt;
Stacking bombs increases the jewel counter by 10 000 (20 000 if the player is already in « x2 mode »).&lt;br /&gt;
&lt;br /&gt;
Usually, the lower limit of ring/jewel is small amethyst (level 1), but it rises as follows each time the stacking is repeated. Repeated stacking will allow the player to prepare diamond rings with a smaller number of bullets, making it easier to score and safer. This is especially useful during the second loop.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 1st time || Amethyst big (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 2nd time || Ruby small (Level 4)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 3rd time || Ruby big (Level 6)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 4th time || Emerald small (Level 7)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 5th time or more || Emerald big (Level 9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the player dies or uses a bomb, the lower limit of ring/jewel will return to small amethyst (level 1).&lt;br /&gt;
&lt;br /&gt;
===Shooting/Tick points===&lt;br /&gt;
When the player is in fighter mode, every time a bullet hits an enemy, the player will earn points according to the following formula :&lt;br /&gt;
&lt;br /&gt;
  Shooting point = (Jewel counter / 10000 (rounded down to the nearest whole number)) x 10 &lt;br /&gt;
&lt;br /&gt;
If the player is in « x2 mode », this number is multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
The notations such as &amp;quot;+10&amp;quot; and &amp;quot;+ 150 × 2&amp;quot; that sometimes appear on the jewel counter display indicate the shooting point.&lt;br /&gt;
That's why, for scoring optimisation, dealing damage to bosses at pointblank range using Shot is recommanded.&lt;br /&gt;
&lt;br /&gt;
===Stage clear bonus===&lt;br /&gt;
When the player clears a stage, he receives a score bonus equal to the jewel counter multiplied by 10. If the « x2 mode » is active (see Bomb stacking), this bonus is multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
===ALL clear bonus===&lt;br /&gt;
If the player clears both loops, he will receive a ALL clear bonus :&lt;br /&gt;
* 5 million points per remaining extend&lt;br /&gt;
* 1 million points per remaining bomb&lt;br /&gt;
* Jewel counter x 20&lt;br /&gt;
&lt;br /&gt;
2-5 also has a Stage clear bonus, so if the player clears, he will get both a STAGE clear bonus and an ALL clear bonus.&lt;br /&gt;
&lt;br /&gt;
==Affection system==&lt;br /&gt;
&lt;br /&gt;
The affection of the accompanying gunner to the pilot changes depending on the way the player plays . The affection level influences the gunner's facial expression and ending when clearing a stage, and the aircraft performance of specific combinations (Ring/Rivet and Bolt/Chain). &lt;br /&gt;
&lt;br /&gt;
The level of activity (ACTIVE), the level of safety (SAFE), and the level of Affection (LOVELY) are evaluated on a 73-point scale from 0 to 72, respectively.&lt;br /&gt;
&lt;br /&gt;
  Activity level (ACTIVE) = (activity level counter / 4096) x 72&lt;br /&gt;
  Safety level (SAVE) = ((safety level counter-near miss counter) / 100000) x 72&lt;br /&gt;
  Affection (LOVELY) = (activity level + safety level) / 2&lt;br /&gt;
&lt;br /&gt;
  Affection level =&lt;br /&gt;
    When ACTIVE is 72 and SAFETY is 72: LEVEL6&lt;br /&gt;
    When ACTIVE is 48 or higher and SAFETY is 48 or higher: LEVEL5&lt;br /&gt;
    When ACTIVE is 48 or higher and SAFETY is 24 or higher: LEVEL4 (Part 1)&lt;br /&gt;
    When ACTIVE is 24 or higher and SAFETY is 48 or higher: LEVEL4 (Part 2) &lt;br /&gt;
    When ACTIVE is 48 or more and SAFETY is less than 24: LEVEL3 (Part 1)&lt;br /&gt;
    When ACTIVE is less than 24 and SAFETY is 48 or more: LEVEL3 (Part 2) &lt;br /&gt;
    When ACTIVE is 24 or higher and SAFETY is 24 or higher: LEVEL3 (Part 3) &lt;br /&gt;
    When ACTIVE is 24 or more and SAFETY is less than 24: LEVEL2 (Part 1) &lt;br /&gt;
    When ACTIVE is less than 24 and SAFETY is 24 or more: LEVEL2 (Part 2) &lt;br /&gt;
    If ACTIVE is less than 24 and SAFETY is less than 24: LEVEL1&lt;br /&gt;
&lt;br /&gt;
===Activity counter===&lt;br /&gt;
&lt;br /&gt;
When the activity jewel counter, which will be described later, exceeds 128, a certain amount will be added each time jeweling is performed.&lt;br /&gt;
The value to be added varies from stage to stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 || Stage 2 || Stage 3 || Stage 4 || Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| 256 || 85 || 85 || 64 || 51&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is an upper limit to the number of additions for each stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|   ||Stage 1 || Stage 2 || Stage 3 || Stage 4 || Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| Maximum number of additions  || 6 times || 17 times || 17 times || 22 times || 28 times&lt;br /&gt;
|-&lt;br /&gt;
| Activity counter than can be acquired in this stage  || 1536 (256x6) || 1445 (85x17) || 1445 (85x17) || 1408 (64x22) || 1428 (51x28)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* After the addition, 128 will be subtracted to jewel counter for activity .&lt;br /&gt;
* Even if the player makes a mistake or uses a continue, it will not decrease.&lt;br /&gt;
* if the player scores a little, he reach the upper limit immediately, so it is difficult to see differences during different runs.&lt;br /&gt;
* When the activity counter is 4096 or more, the activity level will be 72 (MAX level) (achieved on stage 3 in the best case).&lt;br /&gt;
&lt;br /&gt;
===Jewel counter for activity (0 to 14524)===&lt;br /&gt;
&lt;br /&gt;
When a ring or jewel appears by jeweling, the following values ​​are added (subtracted) for each ring / jewel (regardless of whether it is collected or not). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  Jewel || Best couple || Other than the best couple&lt;br /&gt;
|-&lt;br /&gt;
| Ring || -1 || -1 &lt;br /&gt;
|-&lt;br /&gt;
| Amethyst jewel || -1 || -1 &lt;br /&gt;
|-&lt;br /&gt;
| Ruby jewel || +3 || +2&lt;br /&gt;
|-&lt;br /&gt;
| Emerald jewel || +4 || +3&lt;br /&gt;
|-&lt;br /&gt;
| Diamond jewel || +6 || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When the activity jewel counter exceeds 128, the activity counter increases by a certain amount and the activity jewel counter is subtracted by 128. &lt;br /&gt;
&lt;br /&gt;
===Safety counter (-10000 to 150000)===&lt;br /&gt;
&lt;br /&gt;
The safety counter is calculated from the following five factors. &lt;br /&gt;
&lt;br /&gt;
  Safety counter =&lt;br /&gt;
    ＋ Initial value (33000 or 5000)&lt;br /&gt;
    ＋ Positioning of the aircraft (-10 to +5 for each frame)&lt;br /&gt;
    ＋ Enemy left (-4 per frame when considered to be dangerous enemy left)&lt;br /&gt;
    ＋ Bomb (+6000 per bomb use)&lt;br /&gt;
    ＋ Miss (-10000 per death)&lt;br /&gt;
    - Near-Miss Counter &lt;br /&gt;
&lt;br /&gt;
'''initial value'''&lt;br /&gt;
The initial value of the safety counter is different depending on the compatibility of the Pilot/Gunner couple. Ring/Chain and Bolt/Nail which are the best couples start at 33000, and the other couples start at 5000. After using a continue, the safety counter is reset to its initial value.&lt;br /&gt;
&lt;br /&gt;
'''Positioning of the aircraft'''&lt;br /&gt;
The safety counter increases or decreases depending on where the aircraft is located in each area where the x-axis is divided into 23. The amount of increase / decrease per frame is set as follows. &lt;br /&gt;
&lt;br /&gt;
1, 2, 3, 4, 5, 5, 2, 2, 1, 1, 0, -1, -1, -2, -2, -4, -4, -6, -6, -8,- 8, -10, -10&lt;br /&gt;
&lt;br /&gt;
The fastest increase in safety is in the area where 5 is set, which is roughly between the green lines in the image below. &lt;br /&gt;
&lt;br /&gt;
[[File:Progear Safety area.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
During the bomb, the safety counter will stop increasing or decreasing due to the positioning of the aircraft. &lt;br /&gt;
&lt;br /&gt;
'''Enemy left'''&lt;br /&gt;
&lt;br /&gt;
When all of the following conditions are met, the safety counter will decrease by -4 per frame.&lt;br /&gt;
* Enemy approaching the player&lt;br /&gt;
* The player didn't shot i the last 75 frames&lt;br /&gt;
* There are 6 or more enemy sprites (medium / large enemies have multiple sprites, and some of the sprites used in background animation etc. are included in this count).&lt;br /&gt;
* 20 or more enemy bullets&lt;br /&gt;
&lt;br /&gt;
'''Near miss counter (0-50000)'''&lt;br /&gt;
&lt;br /&gt;
The number of enemy bullets judged to be close to the aircraft is counted every 2 frames and added.&lt;br /&gt;
+2 will be added for each bullet, but only +1 during boss battles.&lt;br /&gt;
Even after a death or continue, it will not decrease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The safety level becomes 72 (MAX level) when the safety level reaches 100,000.&lt;br /&gt;
&lt;br /&gt;
===Gunner's facial expression===&lt;br /&gt;
&lt;br /&gt;
The Gunner's facial expression changes depending on the level of affection when clearing STAGE.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  Affection Level || Chain || Nail || Rivet&lt;br /&gt;
|-&lt;br /&gt;
|   Level 1 || [[File:Affection Chain level 1.png|frameless|center]] || [[File:Affection Ring level 1.png|frameless|center]] || [[File:Affection Rivet level 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 2 (Part 1) || [[File:Affection Chain level 2 part 1.png|frameless|center]] || [[File:Affection Nail level 2 part 1.png|frameless|center]] || [[File:Affection Rivet level 2 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 2 (Part 2) || [[File:Affection Chain level 2 part 2.png|frameless|center]] || [[File:Affection Nail level 2 part 2.png|frameless|center]] || [[File:Affection Rivet level 2 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 1) || [[File:Affection Chain level 3 part 1.png|frameless|center]] || [[File:Affection Nail level 3 part 1.png|frameless|center]] || [[File:Affection Rivet level 3 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 2) || [[File:Affection Rivet level 3 part 2.png|frameless|center]] || [[File:Affection Nail level 3 part 2.png|frameless|center]] || [[File:Affection Chain level 3 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 3) || [[File:Affection Chain level 3 part 3.png|frameless|center]] || [[File:Affection Nail level 3 part 3.png|frameless|center]] || [[File:Affection Rivet level 3 part 3.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 4 (Part 1) || [[File:Affection Chain level 4 part 1.png|frameless|center]] || [[File:Affection Nail level 4 part 1.png|frameless|center]] || [[File:Affection Rivet level 4 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 4 (Part 2) || [[File:Affection Chain level 4 part 2.png|frameless|center]] || [[File:Affection Nail level 4 part 2.png|frameless|center]] || [[File:Affection Rivet level 4 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 5 || [[File:Affection Chain level 5 .png|frameless|center]] || [[File:Affection Nail level 5 .png|frameless|center]] || [[File:Affection Rivet level 5 .png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 6 || [[File:Affection Chain level 6.png|frameless|center]] || [[File:Affection Nail level 6.png|frameless|center]] || [[File:Affection Rivet level 6.png|frameless|center]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ending===&lt;br /&gt;
After a clear, if the Affection level is LEVEL 4 or less, it will be a normal ending. If it is LEVEL 5 or more, it will be a true ending.&lt;br /&gt;
If the player clears both loops without using a continue, he will always get a true ending.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
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 &amp;quot;The Professional Gear&amp;quot;, or just &amp;quot;Progear&amp;quot;. 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 &amp;quot;the Motorouin&amp;quot; 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 &amp;quot;The Punishment of the Sages&amp;quot;.&lt;br /&gt;
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 &amp;quot;Gun Flyer&amp;quot; and installed it in all of their planes. The Storm of Progear was about to begin!&lt;br /&gt;
&lt;br /&gt;
== Development Team ==&lt;br /&gt;
'''Cave'''&lt;br /&gt;
* Producer = Kenichi Takano&lt;br /&gt;
* Director = Junya Inoue&lt;br /&gt;
* Program = Tsuneki Ikeda,Satoshi Kouyama,Takashi Ishimura&lt;br /&gt;
* Designers = Akira Wakabayashi,Hiroyuki Tanaka,Fusayuki Watariguchi,Kengo Arai&lt;br /&gt;
* Sound producer = Junya Inoue&lt;br /&gt;
* Music = Yukinori Kikuchi&lt;br /&gt;
* Sound effecter = Ryuichi Yabuki&lt;br /&gt;
* Special assist = Tosiaki Tomizawa&lt;br /&gt;
* Character voice = Mitsuo Furusawa&amp;lt;,Junya Inoue,Aki Sibata,Midori Katou,Masayo Hirasaka&lt;br /&gt;
* Special thanks = Yasushi Imai&lt;br /&gt;
* Character &amp;amp; mechanic design = Junya Inoue&lt;br /&gt;
&lt;br /&gt;
'''Capcom'''&lt;br /&gt;
* Producer = Tatsuya Minami&lt;br /&gt;
* Support research &amp;amp; development : Tomoshi Sadamoto&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
The game has two official version : the Japanese version which was the original version of the game and the US version.&lt;br /&gt;
The US version removes all of the voice acting from characters. &lt;br /&gt;
In the Japanese, enemies have more health and shoot more bullets.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
[[Progear_no_Arashi/Video_Index|Video index for Progear no Arashi]]&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Scoring info and formatting work provided by [[User:Juju Kenobi|Juju Kenobi]] &lt;br /&gt;
# Scoring info https://w.atwiki.jp/progear/&lt;br /&gt;
# Item and characters sprites taken from http://http://www.world-of-arcades.net/Cave/Progear/Characters.htm&lt;/div&gt;</summary>
		<author><name>Juju Kenobi</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Progear_no_Arashi&amp;diff=8949</id>
		<title>Progear no Arashi</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Progear_no_Arashi&amp;diff=8949"/>
		<updated>2021-04-12T06:03:22Z</updated>

		<summary type="html">&lt;p&gt;Juju Kenobi: /* Activity counter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Progear logo.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #6dc2ca&lt;br /&gt;
| innerbordercolor = #eeeeac&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #fefafb&lt;br /&gt;
| image = Progear poster.jpg&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagescalepx = 180px&lt;br /&gt;
| developer = [[CAVE]]&lt;br /&gt;
| music = Yukinori Kikuchi&lt;br /&gt;
| program = Tsuneki Ikeda&amp;lt;br/&amp;gt;Satoshi Kouyama&amp;lt;br/&amp;gt;Takashi Ishimura&lt;br /&gt;
| art = Junya Inoue&lt;br /&gt;
| releasedate =  January 17, 2001&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''[[Progear no Arashi]]''(プロギアの嵐, &amp;quot;Storm of Progear&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Progear is a three-button shooter. Button C is disabled by default but can be enabled in the service menu.&lt;br /&gt;
&lt;br /&gt;
There are five stages in the game, with a second loop beginning at the end of stage five if one  of the requirements for the 2nd loop is met. Upon reaching the end of the second loop, the player will fight the True Last Boss. &lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''A (Press):''' '''Fighter mode''' Fires the standard shot weapon.&lt;br /&gt;
* '''A (Hold):''' '''Gunner mode''' Fires the ship's &amp;quot;focus&amp;quot; fire, using the gunner options, locking onto the closest enemies until they are destroyed or the A button is realesed&lt;br /&gt;
* '''B:''' Detonates a Bomb if there is at least one bomb in stock&lt;br /&gt;
* '''C''': Auto-fire for the player's standard spread shot.&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships  ===&lt;br /&gt;
====Fighter/Pilot selection====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Ship&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pilot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Aircraft&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Speed&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Power&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | position&amp;lt;br/&amp;gt;of hitbox&lt;br /&gt;
|-&lt;br /&gt;
! Pointblank !! Far &lt;br /&gt;
|-&lt;br /&gt;
| '''Fighter Type-A GAMBLER ''' || [[File:Ring.jpg|thumb|Ring|x300px]] || [[File:Progear Plane A.gif|frameless]] || Normal || Wide Shot|| Strong|| Weak  || [[File:Progear hitbox gambler.png|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Fighter Type-B MILITANT''' || [[File:Progear Bolt.jpg|thumb|Bolt|x300px]] || [[File:Progear Plane B.gif|frameless]] || Fast || Straight Shot|| Medium || Medium  || [[File:Progear hitbox militant.png|frameless]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
====Gunner selection====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gunner !! Co-pilot !! Gunner option !! Fire !! Speed in&amp;lt;br/&amp;gt;gunner mode !! Lock speed !! Power&lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Alpha''' || [[File:Progear Chain.jpg|thumb|Chain|x300px]] || [[File:Progear Gunner option type alpha.gif|frameless]] || Straight || Slow || Slow|| Strong&lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Beta''' || [[File:Progear Nail.jpg|thumb|Nail|x300px]] || [[File:Progear Gunner option type beta.gif|frameless]] || Wide || Fast || Fast|| Weak &lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Gamma ''' || [[File:Progear Rivet.jpg|thumb|Rivet|x300px]] || [[File:Progear Gunner option type gamma.gif|frameless]] || Homing || Medium || Medium || Strong&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gunner formation====&lt;br /&gt;
It is possible to change the formation of your gunner options by using some specific inputs during the gunner selection screen&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear system form normal alpha.jpg|frameless]] [[File:Progear system formation normal beta.jpg|frameless]] [[File:Progear system formation normal gamma.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
* '''Center up and down''': By pressing 2P start (or 1P start for 2P) while selecting the gunner,the gunner options will be up and down in the center. &lt;br /&gt;
&lt;br /&gt;
[[File:Progear Center up and down formation.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* '''Forward up and down''': By pressing both A and B buttons, while holding the 2P start (or 1P start for 2P) during the gunner selection, the gunner options will be up and down in front of the aircraft. 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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Forward up and down formation.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
====Change of clothes====&lt;br /&gt;
&lt;br /&gt;
By pressing 1P during the pilot or the gunner selection screen (or 2P as 2P), the clothes will be changed to 2P clothes (or 1P as 2P).&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Clothes change.jpg|thumb|center|1P Nail in 2P clothes]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear power up.jpg|center|frameless]] || '''Power Up'''&amp;lt;br/&amp;gt;Increases your attack power (max power after the 4th item)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear power max.jpg|center|frameless]] || '''Max Power Up'''&amp;lt;br/&amp;gt;Instantly grants max power (only appears after losing all lives)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear bomb.jpg|center|frameless]] || '''Bomb'''&amp;lt;br/&amp;gt;Increases your bomb stock by 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear diamond ring.jpg|center|frameless]] || '''Ring'''&amp;lt;br/&amp;gt;Produced when canceling bullet by killing enemies in fighter mode (shot)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear diamond stone.jpg|center|frameless]] || '''Stone/Jewel'''&amp;lt;br/&amp;gt;Produced when canceling bullet by killing enemies in gunner mode (option lock)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear 1UP mini.jpg|frameless|center]] || '''1-Up'''&amp;lt;br/&amp;gt;Rewards the player with one extra life&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
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) :&lt;br /&gt;
it reaches the right side of the screen&lt;br /&gt;
the jewel counter has run out&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage !! Jewels&lt;br /&gt;
|-&lt;br /&gt;
| 1st || 2000&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 4000&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 8000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 2nd loop || 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Extends and 1UP item===&lt;br /&gt;
&lt;br /&gt;
With the default settings, the player gets his first score extend at 3 million, then one every 4 million after. &lt;br /&gt;
&lt;br /&gt;
There is a hidden 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 a 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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear 1up GIF.gif|thumb|center|Hidden 1UP in stage 4]]&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
If the player hitbox collides with a bullet or an enemy hitbox, 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.&lt;br /&gt;
&lt;br /&gt;
But this does not always work. For example, on its final form, the 5th boss doesn't take any damage from the explosion.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
After clearing the 1st loop, if any of these requirements is met, the player will access the 2nd loop:&lt;br /&gt;
* number of bombs used is 2 or less.&lt;br /&gt;
* sum of bombs used and lives lost is 7 or less.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the 2nd loop, the jewel counter is doubled.&lt;br /&gt;
&lt;br /&gt;
Several changes occur during the 2nd loop compared to the 1st:&lt;br /&gt;
* The player cannot earn score extend anymore.&lt;br /&gt;
* The position and number of enemies is not exactly the same as in the 1rst loop&lt;br /&gt;
* When killed, the enemies will release revenge bullets aimed toward the player (but not completely straight at him)&lt;br /&gt;
* Every time the player dies, if the boss battle has not started, the player will start from the beginning of the current stage.&lt;br /&gt;
* Several bosses will have additional phases and attacks&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
===Jeweling===&lt;br /&gt;
Enemy bullets that are caught in enemies explosion disappear and become scoring items (rings or gems)&lt;br /&gt;
&lt;br /&gt;
If the player cancels bullets while being in Fighter mode (shot), the bullets will turn into ring 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).&lt;br /&gt;
&lt;br /&gt;
If the player cancels bullets while being in Gunner mode (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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The value of Rings and Jewels is shown in the following table: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value as&amp;lt;br/&amp;gt;Ring&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value as&amp;lt;br/&amp;gt;Jewel&lt;br /&gt;
|-&lt;br /&gt;
! Sprite !! Value !! Sprite !! Value&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Amethyst (small) || [[File:Progear amethyst ring small.jpg|frameless|center]] || 10 || [[File:Progear amethyst small.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Amethyst (medium) || [[File:Progear amethyst ring medium.jpg|frameless|center]] || 20 || [[File:Progear amethyst medium.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Amethyst (big) || [[File:Progear amethyst ring big.jpg|frameless|center]] || 30 || [[File:Progear amethyst big.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Ruby (small) || [[File:Progear ruby ring small.jpg|frameless|center]] || 40 || [[File:Progear ruby small.jpg|frameless|center]] || 20&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Ruby (medium) || [[File:Progear ruby ring medium.jpg|frameless|center]] || 50 || [[File:Progear ruby medium.jpg|frameless|center]] || 40&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Ruby (big) || [[File:Progear ruby ring big.jpg|frameless|center]] || 60 || [[File:Progear ruby big.jpg|frameless|center]] || 80&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Emerald (small) || [[File:Progear emerald ring small.jpg|frameless|center]] || 70 || [[File:Progear emerald small.jpg|frameless|center]] || 160&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Emerald (medium) || [[File:Progear emerald ring medium.jpg|frameless|center]] || 80 || [[File:Progear emerald medium.jpg|frameless|center]] || 320&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Emerald (big) || [[File:Progear emerald ring big.jpg|frameless|center]] || 90 || [[File:Progear emerald big.jpg|frameless|center]] || 640&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Diamond || [[File:Progear_diamond_ring.jpg|frameless|center]] || 100 || [[File:Progear_diamond_stone.jpg|frameless|center]] || 1280&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chain reactions===&lt;br /&gt;
When the player destroys an enemy in Gunner mode,bullets on the sprite of the explosion will be cancelled and turn into jewels. However, if some other bullets are close enough from these jewels, the cancel reaction might propagate. The propagation is easier the higher the value of the jewel is. There are several spots in the game where enemies keep shooting at the player and if the players leave them alive, it is possible to start a cancel reaction that will go on as long as the bullets are set up in a specific way allowing this to happen.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Gif chain reaction.gif|thumb|center|Chain reaction at the end of stage 1]]&lt;br /&gt;
&lt;br /&gt;
===Jewel counter===&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
===Bomb stacking===&lt;br /&gt;
&lt;br /&gt;
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. There is also an animation of children waving a flag next to the player bomb stock while this bonus is active.&lt;br /&gt;
&lt;br /&gt;
Stacking bombs increases the jewel counter by 10 000 (20 000 if the player is already in « x2 mode »).&lt;br /&gt;
&lt;br /&gt;
Usually, the lower limit of ring/jewel is small amethyst (level 1), but it rises as follows each time the stacking is repeated. Repeated stacking will allow the player to prepare diamond rings with a smaller number of bullets, making it easier to score and safer. This is especially useful during the second loop.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 1st time || Amethyst big (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 2nd time || Ruby small (Level 4)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 3rd time || Ruby big (Level 6)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 4th time || Emerald small (Level 7)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 5th time or more || Emerald big (Level 9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the player dies or uses a bomb, the lower limit of ring/jewel will return to small amethyst (level 1).&lt;br /&gt;
&lt;br /&gt;
===Shooting/Tick points===&lt;br /&gt;
When the player is in fighter mode, every time a bullet hits an enemy, the player will earn points according to the following formula :&lt;br /&gt;
&lt;br /&gt;
  Shooting point = (Jewel counter / 10000 (rounded down to the nearest whole number)) x 10 &lt;br /&gt;
&lt;br /&gt;
If the player is in « x2 mode », this number is multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
The notations such as &amp;quot;+10&amp;quot; and &amp;quot;+ 150 × 2&amp;quot; that sometimes appear on the jewel counter display indicate the shooting point.&lt;br /&gt;
That's why, for scoring optimisation, dealing damage to bosses at pointblank range using Shot is recommanded.&lt;br /&gt;
&lt;br /&gt;
===Stage clear bonus===&lt;br /&gt;
When the player clears a stage, he receives a score bonus equal to the jewel counter multiplied by 10. If the « x2 mode » is active (see Bomb stacking), this bonus is multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
===ALL clear bonus===&lt;br /&gt;
If the player clears both loops, he will receive a ALL clear bonus :&lt;br /&gt;
* 5 million points per remaining extend&lt;br /&gt;
* 1 million points per remaining bomb&lt;br /&gt;
* Jewel counter x 20&lt;br /&gt;
&lt;br /&gt;
2-5 also has a Stage clear bonus, so if the player clears, he will get both a STAGE clear bonus and an ALL clear bonus.&lt;br /&gt;
&lt;br /&gt;
==Affection system==&lt;br /&gt;
&lt;br /&gt;
The affection of the accompanying gunner to the pilot changes depending on the way the player plays . The affection level influences the gunner's facial expression and ending when clearing a stage, and the aircraft performance of specific combinations (Ring/Rivet and Bolt/Chain). &lt;br /&gt;
&lt;br /&gt;
The level of activity (ACTIVE), the level of safety (SAFE), and the level of Affection (LOVELY) are evaluated on a 73-point scale from 0 to 72, respectively.&lt;br /&gt;
&lt;br /&gt;
  Activity level (ACTIVE) = (activity level counter / 4096) x 72&lt;br /&gt;
  Safety level (SAVE) = ((safety level counter-near miss counter) / 100000) x 72&lt;br /&gt;
  Affection (LOVELY) = (activity level + safety level) / 2&lt;br /&gt;
&lt;br /&gt;
  Affection level =&lt;br /&gt;
    When ACTIVE is 72 and SAFETY is 72: LEVEL6&lt;br /&gt;
    When ACTIVE is 48 or higher and SAFETY is 48 or higher: LEVEL5&lt;br /&gt;
    When ACTIVE is 48 or higher and SAFETY is 24 or higher: LEVEL4 (Part 1)&lt;br /&gt;
    When ACTIVE is 24 or higher and SAFETY is 48 or higher: LEVEL4 (Part 2) &lt;br /&gt;
    When ACTIVE is 48 or more and SAFETY is less than 24: LEVEL3 (Part 1)&lt;br /&gt;
    When ACTIVE is less than 24 and SAFETY is 48 or more: LEVEL3 (Part 2) &lt;br /&gt;
    When ACTIVE is 24 or higher and SAFETY is 24 or higher: LEVEL3 (Part 3) &lt;br /&gt;
    When ACTIVE is 24 or more and SAFETY is less than 24: LEVEL2 (Part 1) &lt;br /&gt;
    When ACTIVE is less than 24 and SAFETY is 24 or more: LEVEL2 (Part 2) &lt;br /&gt;
    If ACTIVE is less than 24 and SAFETY is less than 24: LEVEL1&lt;br /&gt;
&lt;br /&gt;
===Activity counter===&lt;br /&gt;
&lt;br /&gt;
When the activity jewel counter, which will be described later, exceeds 128, a certain amount will be added each time jeweling is performed.&lt;br /&gt;
The value to be added varies from stage to stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 || Stage 2 || Stage 3 || Stage 4 || Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| 256 || 85 || 85 || 64 || 51&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is an upper limit to the number of additions for each stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|   ||Stage 1 || Stage 2 || Stage 3 || Stage 4 || Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| Maximum number of additions  || 6 times || 17 times || 17 times || 22 times || 28 times&lt;br /&gt;
|-&lt;br /&gt;
| Activity counter than can be acquired in this stage  || 1536 (256x6) || 1445 (85x17) || 1445 (85x17) || 1408 (64x22) || 1428 (51x28)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* After the addition, 128 will be subtracted to jewel counter for activity .&lt;br /&gt;
* Even if the player makes a mistake or continue, it will not decrease.&lt;br /&gt;
* if the player scores a little, he reach the upper limit immediately, so it is difficult to see differences during different runs.&lt;br /&gt;
* When the activity counter is 4096 or more, the activity level will be 72 (MAX level) (achieved on stage 3 in the best case).&lt;br /&gt;
&lt;br /&gt;
===Jewel counter for activity (0 to 14524)===&lt;br /&gt;
&lt;br /&gt;
When a ring or jewel appears by jeweling, the following values ​​are added (subtracted) for each ring / jewel (regardless of whether it is collected or not). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  Jewel || Best couple || Other than the best couple&lt;br /&gt;
|-&lt;br /&gt;
| Ring || -1 || -1 &lt;br /&gt;
|-&lt;br /&gt;
| Amethyst jewel || -1 || -1 &lt;br /&gt;
|-&lt;br /&gt;
| Ruby jewel || +3 || +2&lt;br /&gt;
|-&lt;br /&gt;
| Emerald jewel || +4 || +3&lt;br /&gt;
|-&lt;br /&gt;
| Diamond jewel || +6 || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When the activity jewel counter exceeds 128, the activity counter increases by a certain amount and the activity jewel counter is subtracted by 128. &lt;br /&gt;
&lt;br /&gt;
===Safety counter (-10000 to 150000)===&lt;br /&gt;
&lt;br /&gt;
The safety counter is calculated from the following five factors. &lt;br /&gt;
&lt;br /&gt;
  Safety counter =&lt;br /&gt;
    ＋ Initial value (33000 or 5000)&lt;br /&gt;
    ＋ Positioning of the aircraft (-10 to +5 for each frame)&lt;br /&gt;
    ＋ Enemy left (-4 per frame when considered to be dangerous enemy left)&lt;br /&gt;
    ＋ Bomb (+6000 per bomb use)&lt;br /&gt;
    ＋ Miss (-10000 per death)&lt;br /&gt;
    - Near-Miss Counter &lt;br /&gt;
&lt;br /&gt;
'''initial value'''&lt;br /&gt;
The initial value of the safety counter is different depending on the compatibility of the Pilot/Gunner couple. Ring/Chain and Bolt/Nail which are the best couples start at 33000, and the other couples start at 5000. After using a continue, the safety counter is reset to its initial value.&lt;br /&gt;
&lt;br /&gt;
'''Positioning of the aircraft'''&lt;br /&gt;
The safety counter increases or decreases depending on where the aircraft is located in each area where the x-axis is divided into 23. The amount of increase / decrease per frame is set as follows. &lt;br /&gt;
&lt;br /&gt;
1, 2, 3, 4, 5, 5, 2, 2, 1, 1, 0, -1, -1, -2, -2, -4, -4, -6, -6, -8,- 8, -10, -10&lt;br /&gt;
&lt;br /&gt;
The fastest increase in safety is in the area where 5 is set, which is roughly between the green lines in the image below. &lt;br /&gt;
&lt;br /&gt;
[[File:Progear Safety area.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
During the bomb, the safety counter will stop increasing or decreasing due to the positioning of the aircraft. &lt;br /&gt;
&lt;br /&gt;
'''Enemy left'''&lt;br /&gt;
&lt;br /&gt;
When all of the following conditions are met, the safety counter will decrease by -4 per frame.&lt;br /&gt;
* Enemy approaching the player&lt;br /&gt;
* The player didn't shot i the last 75 frames&lt;br /&gt;
* There are 6 or more enemy sprites (medium / large enemies have multiple sprites, and some of the sprites used in background animation etc. are included in this count).&lt;br /&gt;
* 20 or more enemy bullets&lt;br /&gt;
&lt;br /&gt;
'''Near miss counter (0-50000)'''&lt;br /&gt;
&lt;br /&gt;
The number of enemy bullets judged to be close to the aircraft is counted every 2 frames and added.&lt;br /&gt;
+2 will be added for each bullet, but only +1 during boss battles.&lt;br /&gt;
Even after a death or continue, it will not decrease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The safety level becomes 72 (MAX level) when the safety level reaches 100,000.&lt;br /&gt;
&lt;br /&gt;
===Gunner's facial expression===&lt;br /&gt;
&lt;br /&gt;
The Gunner's facial expression changes depending on the level of affection when clearing STAGE.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  Affection Level || Chain || Nail || Rivet&lt;br /&gt;
|-&lt;br /&gt;
|   Level 1 || [[File:Affection Chain level 1.png|frameless|center]] || [[File:Affection Ring level 1.png|frameless|center]] || [[File:Affection Rivet level 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 2 (Part 1) || [[File:Affection Chain level 2 part 1.png|frameless|center]] || [[File:Affection Nail level 2 part 1.png|frameless|center]] || [[File:Affection Rivet level 2 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 2 (Part 2) || [[File:Affection Chain level 2 part 2.png|frameless|center]] || [[File:Affection Nail level 2 part 2.png|frameless|center]] || [[File:Affection Rivet level 2 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 1) || [[File:Affection Chain level 3 part 1.png|frameless|center]] || [[File:Affection Nail level 3 part 1.png|frameless|center]] || [[File:Affection Rivet level 3 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 2) || [[File:Affection Rivet level 3 part 2.png|frameless|center]] || [[File:Affection Nail level 3 part 2.png|frameless|center]] || [[File:Affection Chain level 3 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 3) || [[File:Affection Chain level 3 part 3.png|frameless|center]] || [[File:Affection Nail level 3 part 3.png|frameless|center]] || [[File:Affection Rivet level 3 part 3.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 4 (Part 1) || [[File:Affection Chain level 4 part 1.png|frameless|center]] || [[File:Affection Nail level 4 part 1.png|frameless|center]] || [[File:Affection Rivet level 4 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 4 (Part 2) || [[File:Affection Chain level 4 part 2.png|frameless|center]] || [[File:Affection Nail level 4 part 2.png|frameless|center]] || [[File:Affection Rivet level 4 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 5 || [[File:Affection Chain level 5 .png|frameless|center]] || [[File:Affection Nail level 5 .png|frameless|center]] || [[File:Affection Rivet level 5 .png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 6 || [[File:Affection Chain level 6.png|frameless|center]] || [[File:Affection Nail level 6.png|frameless|center]] || [[File:Affection Rivet level 6.png|frameless|center]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ending===&lt;br /&gt;
After a clear, if the Affection level is LEVEL 4 or less, it will be a normal ending. If it is LEVEL 5 or more, it will be a true ending.&lt;br /&gt;
If the player clears both loops without using a continue, he will always get a true ending.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
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 &amp;quot;The Professional Gear&amp;quot;, or just &amp;quot;Progear&amp;quot;. 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 &amp;quot;the Motorouin&amp;quot; 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 &amp;quot;The Punishment of the Sages&amp;quot;.&lt;br /&gt;
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 &amp;quot;Gun Flyer&amp;quot; and installed it in all of their planes. The Storm of Progear was about to begin!&lt;br /&gt;
&lt;br /&gt;
== Development Team ==&lt;br /&gt;
'''Cave'''&lt;br /&gt;
* Producer = Kenichi Takano&lt;br /&gt;
* Director = Junya Inoue&lt;br /&gt;
* Program = Tsuneki Ikeda,Satoshi Kouyama,Takashi Ishimura&lt;br /&gt;
* Designers = Akira Wakabayashi,Hiroyuki Tanaka,Fusayuki Watariguchi,Kengo Arai&lt;br /&gt;
* Sound producer = Junya Inoue&lt;br /&gt;
* Music = Yukinori Kikuchi&lt;br /&gt;
* Sound effecter = Ryuichi Yabuki&lt;br /&gt;
* Special assist = Tosiaki Tomizawa&lt;br /&gt;
* Character voice = Mitsuo Furusawa&amp;lt;,Junya Inoue,Aki Sibata,Midori Katou,Masayo Hirasaka&lt;br /&gt;
* Special thanks = Yasushi Imai&lt;br /&gt;
* Character &amp;amp; mechanic design = Junya Inoue&lt;br /&gt;
&lt;br /&gt;
'''Capcom'''&lt;br /&gt;
* Producer = Tatsuya Minami&lt;br /&gt;
* Support research &amp;amp; development : Tomoshi Sadamoto&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
The game has two official version : the Japanese version which was the original version of the game and the US version.&lt;br /&gt;
The US version removes all of the voice acting from characters. &lt;br /&gt;
In the Japanese, enemies have more health and shoot more bullets.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
[[Progear_no_Arashi/Video_Index|Video index for Progear no Arashi]]&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Scoring info and formatting work provided by [[User:Juju Kenobi|Juju Kenobi]] &lt;br /&gt;
# Scoring info https://w.atwiki.jp/progear/&lt;br /&gt;
# Item and characters sprites taken from http://http://www.world-of-arcades.net/Cave/Progear/Characters.htm&lt;/div&gt;</summary>
		<author><name>Juju Kenobi</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Progear_no_Arashi&amp;diff=8948</id>
		<title>Progear no Arashi</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Progear_no_Arashi&amp;diff=8948"/>
		<updated>2021-04-12T06:00:57Z</updated>

		<summary type="html">&lt;p&gt;Juju Kenobi: /* Affection system */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Progear logo.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #6dc2ca&lt;br /&gt;
| innerbordercolor = #eeeeac&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #fefafb&lt;br /&gt;
| image = Progear poster.jpg&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagescalepx = 180px&lt;br /&gt;
| developer = [[CAVE]]&lt;br /&gt;
| music = Yukinori Kikuchi&lt;br /&gt;
| program = Tsuneki Ikeda&amp;lt;br/&amp;gt;Satoshi Kouyama&amp;lt;br/&amp;gt;Takashi Ishimura&lt;br /&gt;
| art = Junya Inoue&lt;br /&gt;
| releasedate =  January 17, 2001&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''[[Progear no Arashi]]''(プロギアの嵐, &amp;quot;Storm of Progear&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Progear is a three-button shooter. Button C is disabled by default but can be enabled in the service menu.&lt;br /&gt;
&lt;br /&gt;
There are five stages in the game, with a second loop beginning at the end of stage five if one  of the requirements for the 2nd loop is met. Upon reaching the end of the second loop, the player will fight the True Last Boss. &lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''A (Press):''' '''Fighter mode''' Fires the standard shot weapon.&lt;br /&gt;
* '''A (Hold):''' '''Gunner mode''' Fires the ship's &amp;quot;focus&amp;quot; fire, using the gunner options, locking onto the closest enemies until they are destroyed or the A button is realesed&lt;br /&gt;
* '''B:''' Detonates a Bomb if there is at least one bomb in stock&lt;br /&gt;
* '''C''': Auto-fire for the player's standard spread shot.&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships  ===&lt;br /&gt;
====Fighter/Pilot selection====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Ship&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pilot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Aircraft&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Speed&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Power&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | position&amp;lt;br/&amp;gt;of hitbox&lt;br /&gt;
|-&lt;br /&gt;
! Pointblank !! Far &lt;br /&gt;
|-&lt;br /&gt;
| '''Fighter Type-A GAMBLER ''' || [[File:Ring.jpg|thumb|Ring|x300px]] || [[File:Progear Plane A.gif|frameless]] || Normal || Wide Shot|| Strong|| Weak  || [[File:Progear hitbox gambler.png|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Fighter Type-B MILITANT''' || [[File:Progear Bolt.jpg|thumb|Bolt|x300px]] || [[File:Progear Plane B.gif|frameless]] || Fast || Straight Shot|| Medium || Medium  || [[File:Progear hitbox militant.png|frameless]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
====Gunner selection====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gunner !! Co-pilot !! Gunner option !! Fire !! Speed in&amp;lt;br/&amp;gt;gunner mode !! Lock speed !! Power&lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Alpha''' || [[File:Progear Chain.jpg|thumb|Chain|x300px]] || [[File:Progear Gunner option type alpha.gif|frameless]] || Straight || Slow || Slow|| Strong&lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Beta''' || [[File:Progear Nail.jpg|thumb|Nail|x300px]] || [[File:Progear Gunner option type beta.gif|frameless]] || Wide || Fast || Fast|| Weak &lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Gamma ''' || [[File:Progear Rivet.jpg|thumb|Rivet|x300px]] || [[File:Progear Gunner option type gamma.gif|frameless]] || Homing || Medium || Medium || Strong&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gunner formation====&lt;br /&gt;
It is possible to change the formation of your gunner options by using some specific inputs during the gunner selection screen&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear system form normal alpha.jpg|frameless]] [[File:Progear system formation normal beta.jpg|frameless]] [[File:Progear system formation normal gamma.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
* '''Center up and down''': By pressing 2P start (or 1P start for 2P) while selecting the gunner,the gunner options will be up and down in the center. &lt;br /&gt;
&lt;br /&gt;
[[File:Progear Center up and down formation.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* '''Forward up and down''': By pressing both A and B buttons, while holding the 2P start (or 1P start for 2P) during the gunner selection, the gunner options will be up and down in front of the aircraft. 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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Forward up and down formation.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
====Change of clothes====&lt;br /&gt;
&lt;br /&gt;
By pressing 1P during the pilot or the gunner selection screen (or 2P as 2P), the clothes will be changed to 2P clothes (or 1P as 2P).&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Clothes change.jpg|thumb|center|1P Nail in 2P clothes]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear power up.jpg|center|frameless]] || '''Power Up'''&amp;lt;br/&amp;gt;Increases your attack power (max power after the 4th item)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear power max.jpg|center|frameless]] || '''Max Power Up'''&amp;lt;br/&amp;gt;Instantly grants max power (only appears after losing all lives)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear bomb.jpg|center|frameless]] || '''Bomb'''&amp;lt;br/&amp;gt;Increases your bomb stock by 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear diamond ring.jpg|center|frameless]] || '''Ring'''&amp;lt;br/&amp;gt;Produced when canceling bullet by killing enemies in fighter mode (shot)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear diamond stone.jpg|center|frameless]] || '''Stone/Jewel'''&amp;lt;br/&amp;gt;Produced when canceling bullet by killing enemies in gunner mode (option lock)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear 1UP mini.jpg|frameless|center]] || '''1-Up'''&amp;lt;br/&amp;gt;Rewards the player with one extra life&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
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) :&lt;br /&gt;
it reaches the right side of the screen&lt;br /&gt;
the jewel counter has run out&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage !! Jewels&lt;br /&gt;
|-&lt;br /&gt;
| 1st || 2000&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 4000&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 8000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 2nd loop || 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Extends and 1UP item===&lt;br /&gt;
&lt;br /&gt;
With the default settings, the player gets his first score extend at 3 million, then one every 4 million after. &lt;br /&gt;
&lt;br /&gt;
There is a hidden 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 a 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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear 1up GIF.gif|thumb|center|Hidden 1UP in stage 4]]&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
If the player hitbox collides with a bullet or an enemy hitbox, 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.&lt;br /&gt;
&lt;br /&gt;
But this does not always work. For example, on its final form, the 5th boss doesn't take any damage from the explosion.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
After clearing the 1st loop, if any of these requirements is met, the player will access the 2nd loop:&lt;br /&gt;
* number of bombs used is 2 or less.&lt;br /&gt;
* sum of bombs used and lives lost is 7 or less.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the 2nd loop, the jewel counter is doubled.&lt;br /&gt;
&lt;br /&gt;
Several changes occur during the 2nd loop compared to the 1st:&lt;br /&gt;
* The player cannot earn score extend anymore.&lt;br /&gt;
* The position and number of enemies is not exactly the same as in the 1rst loop&lt;br /&gt;
* When killed, the enemies will release revenge bullets aimed toward the player (but not completely straight at him)&lt;br /&gt;
* Every time the player dies, if the boss battle has not started, the player will start from the beginning of the current stage.&lt;br /&gt;
* Several bosses will have additional phases and attacks&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
===Jeweling===&lt;br /&gt;
Enemy bullets that are caught in enemies explosion disappear and become scoring items (rings or gems)&lt;br /&gt;
&lt;br /&gt;
If the player cancels bullets while being in Fighter mode (shot), the bullets will turn into ring 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).&lt;br /&gt;
&lt;br /&gt;
If the player cancels bullets while being in Gunner mode (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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The value of Rings and Jewels is shown in the following table: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value as&amp;lt;br/&amp;gt;Ring&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value as&amp;lt;br/&amp;gt;Jewel&lt;br /&gt;
|-&lt;br /&gt;
! Sprite !! Value !! Sprite !! Value&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Amethyst (small) || [[File:Progear amethyst ring small.jpg|frameless|center]] || 10 || [[File:Progear amethyst small.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Amethyst (medium) || [[File:Progear amethyst ring medium.jpg|frameless|center]] || 20 || [[File:Progear amethyst medium.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Amethyst (big) || [[File:Progear amethyst ring big.jpg|frameless|center]] || 30 || [[File:Progear amethyst big.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Ruby (small) || [[File:Progear ruby ring small.jpg|frameless|center]] || 40 || [[File:Progear ruby small.jpg|frameless|center]] || 20&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Ruby (medium) || [[File:Progear ruby ring medium.jpg|frameless|center]] || 50 || [[File:Progear ruby medium.jpg|frameless|center]] || 40&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Ruby (big) || [[File:Progear ruby ring big.jpg|frameless|center]] || 60 || [[File:Progear ruby big.jpg|frameless|center]] || 80&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Emerald (small) || [[File:Progear emerald ring small.jpg|frameless|center]] || 70 || [[File:Progear emerald small.jpg|frameless|center]] || 160&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Emerald (medium) || [[File:Progear emerald ring medium.jpg|frameless|center]] || 80 || [[File:Progear emerald medium.jpg|frameless|center]] || 320&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Emerald (big) || [[File:Progear emerald ring big.jpg|frameless|center]] || 90 || [[File:Progear emerald big.jpg|frameless|center]] || 640&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Diamond || [[File:Progear_diamond_ring.jpg|frameless|center]] || 100 || [[File:Progear_diamond_stone.jpg|frameless|center]] || 1280&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chain reactions===&lt;br /&gt;
When the player destroys an enemy in Gunner mode,bullets on the sprite of the explosion will be cancelled and turn into jewels. However, if some other bullets are close enough from these jewels, the cancel reaction might propagate. The propagation is easier the higher the value of the jewel is. There are several spots in the game where enemies keep shooting at the player and if the players leave them alive, it is possible to start a cancel reaction that will go on as long as the bullets are set up in a specific way allowing this to happen.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Gif chain reaction.gif|thumb|center|Chain reaction at the end of stage 1]]&lt;br /&gt;
&lt;br /&gt;
===Jewel counter===&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
===Bomb stacking===&lt;br /&gt;
&lt;br /&gt;
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. There is also an animation of children waving a flag next to the player bomb stock while this bonus is active.&lt;br /&gt;
&lt;br /&gt;
Stacking bombs increases the jewel counter by 10 000 (20 000 if the player is already in « x2 mode »).&lt;br /&gt;
&lt;br /&gt;
Usually, the lower limit of ring/jewel is small amethyst (level 1), but it rises as follows each time the stacking is repeated. Repeated stacking will allow the player to prepare diamond rings with a smaller number of bullets, making it easier to score and safer. This is especially useful during the second loop.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 1st time || Amethyst big (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 2nd time || Ruby small (Level 4)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 3rd time || Ruby big (Level 6)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 4th time || Emerald small (Level 7)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 5th time or more || Emerald big (Level 9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the player dies or uses a bomb, the lower limit of ring/jewel will return to small amethyst (level 1).&lt;br /&gt;
&lt;br /&gt;
===Shooting/Tick points===&lt;br /&gt;
When the player is in fighter mode, every time a bullet hits an enemy, the player will earn points according to the following formula :&lt;br /&gt;
&lt;br /&gt;
  Shooting point = (Jewel counter / 10000 (rounded down to the nearest whole number)) x 10 &lt;br /&gt;
&lt;br /&gt;
If the player is in « x2 mode », this number is multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
The notations such as &amp;quot;+10&amp;quot; and &amp;quot;+ 150 × 2&amp;quot; that sometimes appear on the jewel counter display indicate the shooting point.&lt;br /&gt;
That's why, for scoring optimisation, dealing damage to bosses at pointblank range using Shot is recommanded.&lt;br /&gt;
&lt;br /&gt;
===Stage clear bonus===&lt;br /&gt;
When the player clears a stage, he receives a score bonus equal to the jewel counter multiplied by 10. If the « x2 mode » is active (see Bomb stacking), this bonus is multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
===ALL clear bonus===&lt;br /&gt;
If the player clears both loops, he will receive a ALL clear bonus :&lt;br /&gt;
* 5 million points per remaining extend&lt;br /&gt;
* 1 million points per remaining bomb&lt;br /&gt;
* Jewel counter x 20&lt;br /&gt;
&lt;br /&gt;
2-5 also has a Stage clear bonus, so if the player clears, he will get both a STAGE clear bonus and an ALL clear bonus.&lt;br /&gt;
&lt;br /&gt;
==Affection system==&lt;br /&gt;
&lt;br /&gt;
The affection of the accompanying gunner to the pilot changes depending on the way the player plays . The affection level influences the gunner's facial expression and ending when clearing a stage, and the aircraft performance of specific combinations (Ring/Rivet and Bolt/Chain). &lt;br /&gt;
&lt;br /&gt;
The level of activity (ACTIVE), the level of safety (SAFE), and the level of Affection (LOVELY) are evaluated on a 73-point scale from 0 to 72, respectively.&lt;br /&gt;
&lt;br /&gt;
  Activity level (ACTIVE) = (activity level counter / 4096) x 72&lt;br /&gt;
  Safety level (SAVE) = ((safety level counter-near miss counter) / 100000) x 72&lt;br /&gt;
  Affection (LOVELY) = (activity level + safety level) / 2&lt;br /&gt;
&lt;br /&gt;
  Affection level =&lt;br /&gt;
    When ACTIVE is 72 and SAFETY is 72: LEVEL6&lt;br /&gt;
    When ACTIVE is 48 or higher and SAFETY is 48 or higher: LEVEL5&lt;br /&gt;
    When ACTIVE is 48 or higher and SAFETY is 24 or higher: LEVEL4 (Part 1)&lt;br /&gt;
    When ACTIVE is 24 or higher and SAFETY is 48 or higher: LEVEL4 (Part 2) &lt;br /&gt;
    When ACTIVE is 48 or more and SAFETY is less than 24: LEVEL3 (Part 1)&lt;br /&gt;
    When ACTIVE is less than 24 and SAFETY is 48 or more: LEVEL3 (Part 2) &lt;br /&gt;
    When ACTIVE is 24 or higher and SAFETY is 24 or higher: LEVEL3 (Part 3) &lt;br /&gt;
    When ACTIVE is 24 or more and SAFETY is less than 24: LEVEL2 (Part 1) &lt;br /&gt;
    When ACTIVE is less than 24 and SAFETY is 24 or more: LEVEL2 (Part 2) &lt;br /&gt;
    If ACTIVE is less than 24 and SAFETY is less than 24: LEVEL1&lt;br /&gt;
&lt;br /&gt;
===Activity counter===&lt;br /&gt;
&lt;br /&gt;
When the activity jewel counter, which will be described later, exceeds 128, a certain amount will be added each time jeweling is performed.&lt;br /&gt;
The value to be added varies from stage to stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 || Stage 2 || Stage 3 || Stage 4 || Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| 256 || 85 || 85 || 64 || 51&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is an upper limit to the number of additions for each stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|   ||Stage 1 || Stage 2 || Stage 3 || Stage 4 || Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| Maximum number of additions  || 6 times || 17 times || 17 times || 22 times || 28 times&lt;br /&gt;
|-&lt;br /&gt;
| Activity counter than can be acquired in this stage  || 1536 (256x6) || 1445 (85x17) || 1445 (85x17) || 1408 (64x22) || 1428 (51x28)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* After the addition, 128 jewel counters for activity will be subtracted.&lt;br /&gt;
* Even if the player makes a mistake or continue, it will not decrease.&lt;br /&gt;
* if the player scores a little, he reach the upper limit immediately, so it is difficult to see differences during different runs.&lt;br /&gt;
* When the activity counter is 4096 or more, the activity level will be 72 (MAX level) (achieved on stage 3 in the best case).&lt;br /&gt;
&lt;br /&gt;
===Jewel counter for activity (0 to 14524)===&lt;br /&gt;
&lt;br /&gt;
When a ring or jewel appears by jeweling, the following values ​​are added (subtracted) for each ring / jewel (regardless of whether it is collected or not). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  Jewel || Best couple || Other than the best couple&lt;br /&gt;
|-&lt;br /&gt;
| Ring || -1 || -1 &lt;br /&gt;
|-&lt;br /&gt;
| Amethyst jewel || -1 || -1 &lt;br /&gt;
|-&lt;br /&gt;
| Ruby jewel || +3 || +2&lt;br /&gt;
|-&lt;br /&gt;
| Emerald jewel || +4 || +3&lt;br /&gt;
|-&lt;br /&gt;
| Diamond jewel || +6 || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When the activity jewel counter exceeds 128, the activity counter increases by a certain amount and the activity jewel counter is subtracted by 128. &lt;br /&gt;
&lt;br /&gt;
===Safety counter (-10000 to 150000)===&lt;br /&gt;
&lt;br /&gt;
The safety counter is calculated from the following five factors. &lt;br /&gt;
&lt;br /&gt;
  Safety counter =&lt;br /&gt;
    ＋ Initial value (33000 or 5000)&lt;br /&gt;
    ＋ Positioning of the aircraft (-10 to +5 for each frame)&lt;br /&gt;
    ＋ Enemy left (-4 per frame when considered to be dangerous enemy left)&lt;br /&gt;
    ＋ Bomb (+6000 per bomb use)&lt;br /&gt;
    ＋ Miss (-10000 per death)&lt;br /&gt;
    - Near-Miss Counter &lt;br /&gt;
&lt;br /&gt;
'''initial value'''&lt;br /&gt;
The initial value of the safety counter is different depending on the compatibility of the Pilot/Gunner couple. Ring/Chain and Bolt/Nail which are the best couples start at 33000, and the other couples start at 5000. After using a continue, the safety counter is reset to its initial value.&lt;br /&gt;
&lt;br /&gt;
'''Positioning of the aircraft'''&lt;br /&gt;
The safety counter increases or decreases depending on where the aircraft is located in each area where the x-axis is divided into 23. The amount of increase / decrease per frame is set as follows. &lt;br /&gt;
&lt;br /&gt;
1, 2, 3, 4, 5, 5, 2, 2, 1, 1, 0, -1, -1, -2, -2, -4, -4, -6, -6, -8,- 8, -10, -10&lt;br /&gt;
&lt;br /&gt;
The fastest increase in safety is in the area where 5 is set, which is roughly between the green lines in the image below. &lt;br /&gt;
&lt;br /&gt;
[[File:Progear Safety area.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
During the bomb, the safety counter will stop increasing or decreasing due to the positioning of the aircraft. &lt;br /&gt;
&lt;br /&gt;
'''Enemy left'''&lt;br /&gt;
&lt;br /&gt;
When all of the following conditions are met, the safety counter will decrease by -4 per frame.&lt;br /&gt;
* Enemy approaching the player&lt;br /&gt;
* The player didn't shot i the last 75 frames&lt;br /&gt;
* There are 6 or more enemy sprites (medium / large enemies have multiple sprites, and some of the sprites used in background animation etc. are included in this count).&lt;br /&gt;
* 20 or more enemy bullets&lt;br /&gt;
&lt;br /&gt;
'''Near miss counter (0-50000)'''&lt;br /&gt;
&lt;br /&gt;
The number of enemy bullets judged to be close to the aircraft is counted every 2 frames and added.&lt;br /&gt;
+2 will be added for each bullet, but only +1 during boss battles.&lt;br /&gt;
Even after a death or continue, it will not decrease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The safety level becomes 72 (MAX level) when the safety level reaches 100,000.&lt;br /&gt;
&lt;br /&gt;
===Gunner's facial expression===&lt;br /&gt;
&lt;br /&gt;
The Gunner's facial expression changes depending on the level of affection when clearing STAGE.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  Affection Level || Chain || Nail || Rivet&lt;br /&gt;
|-&lt;br /&gt;
|   Level 1 || [[File:Affection Chain level 1.png|frameless|center]] || [[File:Affection Ring level 1.png|frameless|center]] || [[File:Affection Rivet level 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 2 (Part 1) || [[File:Affection Chain level 2 part 1.png|frameless|center]] || [[File:Affection Nail level 2 part 1.png|frameless|center]] || [[File:Affection Rivet level 2 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 2 (Part 2) || [[File:Affection Chain level 2 part 2.png|frameless|center]] || [[File:Affection Nail level 2 part 2.png|frameless|center]] || [[File:Affection Rivet level 2 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 1) || [[File:Affection Chain level 3 part 1.png|frameless|center]] || [[File:Affection Nail level 3 part 1.png|frameless|center]] || [[File:Affection Rivet level 3 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 2) || [[File:Affection Rivet level 3 part 2.png|frameless|center]] || [[File:Affection Nail level 3 part 2.png|frameless|center]] || [[File:Affection Chain level 3 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 3) || [[File:Affection Chain level 3 part 3.png|frameless|center]] || [[File:Affection Nail level 3 part 3.png|frameless|center]] || [[File:Affection Rivet level 3 part 3.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 4 (Part 1) || [[File:Affection Chain level 4 part 1.png|frameless|center]] || [[File:Affection Nail level 4 part 1.png|frameless|center]] || [[File:Affection Rivet level 4 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 4 (Part 2) || [[File:Affection Chain level 4 part 2.png|frameless|center]] || [[File:Affection Nail level 4 part 2.png|frameless|center]] || [[File:Affection Rivet level 4 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 5 || [[File:Affection Chain level 5 .png|frameless|center]] || [[File:Affection Nail level 5 .png|frameless|center]] || [[File:Affection Rivet level 5 .png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 6 || [[File:Affection Chain level 6.png|frameless|center]] || [[File:Affection Nail level 6.png|frameless|center]] || [[File:Affection Rivet level 6.png|frameless|center]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ending===&lt;br /&gt;
After a clear, if the Affection level is LEVEL 4 or less, it will be a normal ending. If it is LEVEL 5 or more, it will be a true ending.&lt;br /&gt;
If the player clears both loops without using a continue, he will always get a true ending.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
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 &amp;quot;The Professional Gear&amp;quot;, or just &amp;quot;Progear&amp;quot;. 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 &amp;quot;the Motorouin&amp;quot; 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 &amp;quot;The Punishment of the Sages&amp;quot;.&lt;br /&gt;
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 &amp;quot;Gun Flyer&amp;quot; and installed it in all of their planes. The Storm of Progear was about to begin!&lt;br /&gt;
&lt;br /&gt;
== Development Team ==&lt;br /&gt;
'''Cave'''&lt;br /&gt;
* Producer = Kenichi Takano&lt;br /&gt;
* Director = Junya Inoue&lt;br /&gt;
* Program = Tsuneki Ikeda,Satoshi Kouyama,Takashi Ishimura&lt;br /&gt;
* Designers = Akira Wakabayashi,Hiroyuki Tanaka,Fusayuki Watariguchi,Kengo Arai&lt;br /&gt;
* Sound producer = Junya Inoue&lt;br /&gt;
* Music = Yukinori Kikuchi&lt;br /&gt;
* Sound effecter = Ryuichi Yabuki&lt;br /&gt;
* Special assist = Tosiaki Tomizawa&lt;br /&gt;
* Character voice = Mitsuo Furusawa&amp;lt;,Junya Inoue,Aki Sibata,Midori Katou,Masayo Hirasaka&lt;br /&gt;
* Special thanks = Yasushi Imai&lt;br /&gt;
* Character &amp;amp; mechanic design = Junya Inoue&lt;br /&gt;
&lt;br /&gt;
'''Capcom'''&lt;br /&gt;
* Producer = Tatsuya Minami&lt;br /&gt;
* Support research &amp;amp; development : Tomoshi Sadamoto&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
The game has two official version : the Japanese version which was the original version of the game and the US version.&lt;br /&gt;
The US version removes all of the voice acting from characters. &lt;br /&gt;
In the Japanese, enemies have more health and shoot more bullets.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
[[Progear_no_Arashi/Video_Index|Video index for Progear no Arashi]]&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Scoring info and formatting work provided by [[User:Juju Kenobi|Juju Kenobi]] &lt;br /&gt;
# Scoring info https://w.atwiki.jp/progear/&lt;br /&gt;
# Item and characters sprites taken from http://http://www.world-of-arcades.net/Cave/Progear/Characters.htm&lt;/div&gt;</summary>
		<author><name>Juju Kenobi</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Progear_no_Arashi&amp;diff=8947</id>
		<title>Progear no Arashi</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Progear_no_Arashi&amp;diff=8947"/>
		<updated>2021-04-12T05:58:07Z</updated>

		<summary type="html">&lt;p&gt;Juju Kenobi: /* Shooting/Tick points */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Progear logo.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #6dc2ca&lt;br /&gt;
| innerbordercolor = #eeeeac&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #fefafb&lt;br /&gt;
| image = Progear poster.jpg&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagescalepx = 180px&lt;br /&gt;
| developer = [[CAVE]]&lt;br /&gt;
| music = Yukinori Kikuchi&lt;br /&gt;
| program = Tsuneki Ikeda&amp;lt;br/&amp;gt;Satoshi Kouyama&amp;lt;br/&amp;gt;Takashi Ishimura&lt;br /&gt;
| art = Junya Inoue&lt;br /&gt;
| releasedate =  January 17, 2001&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''[[Progear no Arashi]]''(プロギアの嵐, &amp;quot;Storm of Progear&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Progear is a three-button shooter. Button C is disabled by default but can be enabled in the service menu.&lt;br /&gt;
&lt;br /&gt;
There are five stages in the game, with a second loop beginning at the end of stage five if one  of the requirements for the 2nd loop is met. Upon reaching the end of the second loop, the player will fight the True Last Boss. &lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''A (Press):''' '''Fighter mode''' Fires the standard shot weapon.&lt;br /&gt;
* '''A (Hold):''' '''Gunner mode''' Fires the ship's &amp;quot;focus&amp;quot; fire, using the gunner options, locking onto the closest enemies until they are destroyed or the A button is realesed&lt;br /&gt;
* '''B:''' Detonates a Bomb if there is at least one bomb in stock&lt;br /&gt;
* '''C''': Auto-fire for the player's standard spread shot.&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships  ===&lt;br /&gt;
====Fighter/Pilot selection====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Ship&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pilot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Aircraft&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Speed&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Power&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | position&amp;lt;br/&amp;gt;of hitbox&lt;br /&gt;
|-&lt;br /&gt;
! Pointblank !! Far &lt;br /&gt;
|-&lt;br /&gt;
| '''Fighter Type-A GAMBLER ''' || [[File:Ring.jpg|thumb|Ring|x300px]] || [[File:Progear Plane A.gif|frameless]] || Normal || Wide Shot|| Strong|| Weak  || [[File:Progear hitbox gambler.png|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Fighter Type-B MILITANT''' || [[File:Progear Bolt.jpg|thumb|Bolt|x300px]] || [[File:Progear Plane B.gif|frameless]] || Fast || Straight Shot|| Medium || Medium  || [[File:Progear hitbox militant.png|frameless]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
====Gunner selection====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gunner !! Co-pilot !! Gunner option !! Fire !! Speed in&amp;lt;br/&amp;gt;gunner mode !! Lock speed !! Power&lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Alpha''' || [[File:Progear Chain.jpg|thumb|Chain|x300px]] || [[File:Progear Gunner option type alpha.gif|frameless]] || Straight || Slow || Slow|| Strong&lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Beta''' || [[File:Progear Nail.jpg|thumb|Nail|x300px]] || [[File:Progear Gunner option type beta.gif|frameless]] || Wide || Fast || Fast|| Weak &lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Gamma ''' || [[File:Progear Rivet.jpg|thumb|Rivet|x300px]] || [[File:Progear Gunner option type gamma.gif|frameless]] || Homing || Medium || Medium || Strong&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gunner formation====&lt;br /&gt;
It is possible to change the formation of your gunner options by using some specific inputs during the gunner selection screen&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear system form normal alpha.jpg|frameless]] [[File:Progear system formation normal beta.jpg|frameless]] [[File:Progear system formation normal gamma.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
* '''Center up and down''': By pressing 2P start (or 1P start for 2P) while selecting the gunner,the gunner options will be up and down in the center. &lt;br /&gt;
&lt;br /&gt;
[[File:Progear Center up and down formation.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* '''Forward up and down''': By pressing both A and B buttons, while holding the 2P start (or 1P start for 2P) during the gunner selection, the gunner options will be up and down in front of the aircraft. 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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Forward up and down formation.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
====Change of clothes====&lt;br /&gt;
&lt;br /&gt;
By pressing 1P during the pilot or the gunner selection screen (or 2P as 2P), the clothes will be changed to 2P clothes (or 1P as 2P).&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Clothes change.jpg|thumb|center|1P Nail in 2P clothes]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear power up.jpg|center|frameless]] || '''Power Up'''&amp;lt;br/&amp;gt;Increases your attack power (max power after the 4th item)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear power max.jpg|center|frameless]] || '''Max Power Up'''&amp;lt;br/&amp;gt;Instantly grants max power (only appears after losing all lives)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear bomb.jpg|center|frameless]] || '''Bomb'''&amp;lt;br/&amp;gt;Increases your bomb stock by 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear diamond ring.jpg|center|frameless]] || '''Ring'''&amp;lt;br/&amp;gt;Produced when canceling bullet by killing enemies in fighter mode (shot)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear diamond stone.jpg|center|frameless]] || '''Stone/Jewel'''&amp;lt;br/&amp;gt;Produced when canceling bullet by killing enemies in gunner mode (option lock)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear 1UP mini.jpg|frameless|center]] || '''1-Up'''&amp;lt;br/&amp;gt;Rewards the player with one extra life&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
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) :&lt;br /&gt;
it reaches the right side of the screen&lt;br /&gt;
the jewel counter has run out&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage !! Jewels&lt;br /&gt;
|-&lt;br /&gt;
| 1st || 2000&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 4000&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 8000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 2nd loop || 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Extends and 1UP item===&lt;br /&gt;
&lt;br /&gt;
With the default settings, the player gets his first score extend at 3 million, then one every 4 million after. &lt;br /&gt;
&lt;br /&gt;
There is a hidden 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 a 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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear 1up GIF.gif|thumb|center|Hidden 1UP in stage 4]]&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
If the player hitbox collides with a bullet or an enemy hitbox, 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.&lt;br /&gt;
&lt;br /&gt;
But this does not always work. For example, on its final form, the 5th boss doesn't take any damage from the explosion.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
After clearing the 1st loop, if any of these requirements is met, the player will access the 2nd loop:&lt;br /&gt;
* number of bombs used is 2 or less.&lt;br /&gt;
* sum of bombs used and lives lost is 7 or less.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the 2nd loop, the jewel counter is doubled.&lt;br /&gt;
&lt;br /&gt;
Several changes occur during the 2nd loop compared to the 1st:&lt;br /&gt;
* The player cannot earn score extend anymore.&lt;br /&gt;
* The position and number of enemies is not exactly the same as in the 1rst loop&lt;br /&gt;
* When killed, the enemies will release revenge bullets aimed toward the player (but not completely straight at him)&lt;br /&gt;
* Every time the player dies, if the boss battle has not started, the player will start from the beginning of the current stage.&lt;br /&gt;
* Several bosses will have additional phases and attacks&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
===Jeweling===&lt;br /&gt;
Enemy bullets that are caught in enemies explosion disappear and become scoring items (rings or gems)&lt;br /&gt;
&lt;br /&gt;
If the player cancels bullets while being in Fighter mode (shot), the bullets will turn into ring 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).&lt;br /&gt;
&lt;br /&gt;
If the player cancels bullets while being in Gunner mode (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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The value of Rings and Jewels is shown in the following table: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value as&amp;lt;br/&amp;gt;Ring&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value as&amp;lt;br/&amp;gt;Jewel&lt;br /&gt;
|-&lt;br /&gt;
! Sprite !! Value !! Sprite !! Value&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Amethyst (small) || [[File:Progear amethyst ring small.jpg|frameless|center]] || 10 || [[File:Progear amethyst small.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Amethyst (medium) || [[File:Progear amethyst ring medium.jpg|frameless|center]] || 20 || [[File:Progear amethyst medium.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Amethyst (big) || [[File:Progear amethyst ring big.jpg|frameless|center]] || 30 || [[File:Progear amethyst big.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Ruby (small) || [[File:Progear ruby ring small.jpg|frameless|center]] || 40 || [[File:Progear ruby small.jpg|frameless|center]] || 20&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Ruby (medium) || [[File:Progear ruby ring medium.jpg|frameless|center]] || 50 || [[File:Progear ruby medium.jpg|frameless|center]] || 40&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Ruby (big) || [[File:Progear ruby ring big.jpg|frameless|center]] || 60 || [[File:Progear ruby big.jpg|frameless|center]] || 80&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Emerald (small) || [[File:Progear emerald ring small.jpg|frameless|center]] || 70 || [[File:Progear emerald small.jpg|frameless|center]] || 160&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Emerald (medium) || [[File:Progear emerald ring medium.jpg|frameless|center]] || 80 || [[File:Progear emerald medium.jpg|frameless|center]] || 320&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Emerald (big) || [[File:Progear emerald ring big.jpg|frameless|center]] || 90 || [[File:Progear emerald big.jpg|frameless|center]] || 640&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Diamond || [[File:Progear_diamond_ring.jpg|frameless|center]] || 100 || [[File:Progear_diamond_stone.jpg|frameless|center]] || 1280&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chain reactions===&lt;br /&gt;
When the player destroys an enemy in Gunner mode,bullets on the sprite of the explosion will be cancelled and turn into jewels. However, if some other bullets are close enough from these jewels, the cancel reaction might propagate. The propagation is easier the higher the value of the jewel is. There are several spots in the game where enemies keep shooting at the player and if the players leave them alive, it is possible to start a cancel reaction that will go on as long as the bullets are set up in a specific way allowing this to happen.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Gif chain reaction.gif|thumb|center|Chain reaction at the end of stage 1]]&lt;br /&gt;
&lt;br /&gt;
===Jewel counter===&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
===Bomb stacking===&lt;br /&gt;
&lt;br /&gt;
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. There is also an animation of children waving a flag next to the player bomb stock while this bonus is active.&lt;br /&gt;
&lt;br /&gt;
Stacking bombs increases the jewel counter by 10 000 (20 000 if the player is already in « x2 mode »).&lt;br /&gt;
&lt;br /&gt;
Usually, the lower limit of ring/jewel is small amethyst (level 1), but it rises as follows each time the stacking is repeated. Repeated stacking will allow the player to prepare diamond rings with a smaller number of bullets, making it easier to score and safer. This is especially useful during the second loop.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 1st time || Amethyst big (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 2nd time || Ruby small (Level 4)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 3rd time || Ruby big (Level 6)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 4th time || Emerald small (Level 7)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 5th time or more || Emerald big (Level 9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the player dies or uses a bomb, the lower limit of ring/jewel will return to small amethyst (level 1).&lt;br /&gt;
&lt;br /&gt;
===Shooting/Tick points===&lt;br /&gt;
When the player is in fighter mode, every time a bullet hits an enemy, the player will earn points according to the following formula :&lt;br /&gt;
&lt;br /&gt;
  Shooting point = (Jewel counter / 10000 (rounded down to the nearest whole number)) x 10 &lt;br /&gt;
&lt;br /&gt;
If the player is in « x2 mode », this number is multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
The notations such as &amp;quot;+10&amp;quot; and &amp;quot;+ 150 × 2&amp;quot; that sometimes appear on the jewel counter display indicate the shooting point.&lt;br /&gt;
That's why, for scoring optimisation, dealing damage to bosses at pointblank range using Shot is recommanded.&lt;br /&gt;
&lt;br /&gt;
===Stage clear bonus===&lt;br /&gt;
When the player clears a stage, he receives a score bonus equal to the jewel counter multiplied by 10. If the « x2 mode » is active (see Bomb stacking), this bonus is multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
===ALL clear bonus===&lt;br /&gt;
If the player clears both loops, he will receive a ALL clear bonus :&lt;br /&gt;
* 5 million points per remaining extend&lt;br /&gt;
* 1 million points per remaining bomb&lt;br /&gt;
* Jewel counter x 20&lt;br /&gt;
&lt;br /&gt;
2-5 also has a Stage clear bonus, so if the player clears, he will get both a STAGE clear bonus and an ALL clear bonus.&lt;br /&gt;
&lt;br /&gt;
==Affection system==&lt;br /&gt;
&lt;br /&gt;
The affection of the accompanying gunner to the pilot changes depending on the way the player plays . The affection level influences the gunner's facial expression and ending when clearing STAGE, and aircraft performance of a specific combination (Ring/Rivet and Bolt/Chain). &lt;br /&gt;
&lt;br /&gt;
The level of activity (ACTIVE), the level of safety (SAFE), and the level of Affection (LOVELY) are evaluated on a 73-point scale from 0 to 72, respectively.&lt;br /&gt;
&lt;br /&gt;
  Activity level (ACTIVE) = (activity level counter / 4096) x 72&lt;br /&gt;
  Safety level (SAVE) = ((safety level counter-near miss counter) / 100000) x 72&lt;br /&gt;
  Affection (LOVELY) = (activity level + safety level) / 2&lt;br /&gt;
&lt;br /&gt;
  Affection level =&lt;br /&gt;
    When ACTIVE is 72 and SAFETY is 72: LEVEL6&lt;br /&gt;
    When ACTIVE is 48 or higher and SAFETY is 48 or higher: LEVEL5&lt;br /&gt;
    When ACTIVE is 48 or higher and SAFETY is 24 or higher: LEVEL4 (Part 1)&lt;br /&gt;
    When ACTIVE is 24 or higher and SAFETY is 48 or higher: LEVEL4 (Part 2) &lt;br /&gt;
    When ACTIVE is 48 or more and SAFETY is less than 24: LEVEL3 (Part 1)&lt;br /&gt;
    When ACTIVE is less than 24 and SAFETY is 48 or more: LEVEL3 (Part 2) &lt;br /&gt;
    When ACTIVE is 24 or higher and SAFETY is 24 or higher: LEVEL3 (Part 3) &lt;br /&gt;
    When ACTIVE is 24 or more and SAFETY is less than 24: LEVEL2 (Part 1) &lt;br /&gt;
    When ACTIVE is less than 24 and SAFETY is 24 or more: LEVEL2 (Part 2) &lt;br /&gt;
    If ACTIVE is less than 24 and SAFETY is less than 24: LEVEL1&lt;br /&gt;
&lt;br /&gt;
===Activity counter===&lt;br /&gt;
&lt;br /&gt;
When the activity jewel counter, which will be described later, exceeds 128, a certain amount will be added each time jeweling is performed.&lt;br /&gt;
The value to be added varies from stage to stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 || Stage 2 || Stage 3 || Stage 4 || Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| 256 || 85 || 85 || 64 || 51&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is an upper limit to the number of additions for each stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|   ||Stage 1 || Stage 2 || Stage 3 || Stage 4 || Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| Maximum number of additions  || 6 times || 17 times || 17 times || 22 times || 28 times&lt;br /&gt;
|-&lt;br /&gt;
| Activity counter than can be acquired in this stage  || 1536 (256x6) || 1445 (85x17) || 1445 (85x17) || 1408 (64x22) || 1428 (51x28)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* After the addition, 128 jewel counters for activity will be subtracted.&lt;br /&gt;
* Even if the player makes a mistake or continue, it will not decrease.&lt;br /&gt;
* if the player scores a little, he reach the upper limit immediately, so it is difficult to see differences during different runs.&lt;br /&gt;
* When the activity counter is 4096 or more, the activity level will be 72 (MAX level) (achieved on stage 3 in the best case).&lt;br /&gt;
&lt;br /&gt;
===Jewel counter for activity (0 to 14524)===&lt;br /&gt;
&lt;br /&gt;
When a ring or jewel appears by jeweling, the following values ​​are added (subtracted) for each ring / jewel (regardless of whether it is collected or not). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  Jewel || Best couple || Other than the best couple&lt;br /&gt;
|-&lt;br /&gt;
| Ring || -1 || -1 &lt;br /&gt;
|-&lt;br /&gt;
| Amethyst jewel || -1 || -1 &lt;br /&gt;
|-&lt;br /&gt;
| Ruby jewel || +3 || +2&lt;br /&gt;
|-&lt;br /&gt;
| Emerald jewel || +4 || +3&lt;br /&gt;
|-&lt;br /&gt;
| Diamond jewel || +6 || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When the activity jewel counter exceeds 128, the activity counter increases by a certain amount and the activity jewel counter is subtracted by 128. &lt;br /&gt;
&lt;br /&gt;
===Safety counter (-10000 to 150000)===&lt;br /&gt;
&lt;br /&gt;
The safety counter is calculated from the following five factors. &lt;br /&gt;
&lt;br /&gt;
  Safety counter =&lt;br /&gt;
    ＋ Initial value (33000 or 5000)&lt;br /&gt;
    ＋ Positioning of the aircraft (-10 to +5 for each frame)&lt;br /&gt;
    ＋ Enemy left (-4 per frame when considered to be dangerous enemy left)&lt;br /&gt;
    ＋ Bomb (+6000 per bomb use)&lt;br /&gt;
    ＋ Miss (-10000 per death)&lt;br /&gt;
    - Near-Miss Counter &lt;br /&gt;
&lt;br /&gt;
'''initial value'''&lt;br /&gt;
The initial value of the safety counter is different depending on the compatibility of the Pilot/Gunner couple. Ring/Chain and Bolt/Nail which are the best couples start at 33000, and the other couples start at 5000. After using a continue, the safety counter is reset to its initial value.&lt;br /&gt;
&lt;br /&gt;
'''Positioning of the aircraft'''&lt;br /&gt;
The safety counter increases or decreases depending on where the aircraft is located in each area where the x-axis is divided into 23. The amount of increase / decrease per frame is set as follows. &lt;br /&gt;
&lt;br /&gt;
1, 2, 3, 4, 5, 5, 2, 2, 1, 1, 0, -1, -1, -2, -2, -4, -4, -6, -6, -8,- 8, -10, -10&lt;br /&gt;
&lt;br /&gt;
The fastest increase in safety is in the area where 5 is set, which is roughly between the green lines in the image below. &lt;br /&gt;
&lt;br /&gt;
[[File:Progear Safety area.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
During the bomb, the safety counter will stop increasing or decreasing due to the positioning of the aircraft. &lt;br /&gt;
&lt;br /&gt;
'''Enemy left'''&lt;br /&gt;
&lt;br /&gt;
When all of the following conditions are met, the safety counter will decrease by -4 per frame.&lt;br /&gt;
* Enemy approaching the player&lt;br /&gt;
* The player didn't shot i the last 75 frames&lt;br /&gt;
* There are 6 or more enemy sprites (medium / large enemies have multiple sprites, and some of the sprites used in background animation etc. are included in this count).&lt;br /&gt;
* 20 or more enemy bullets&lt;br /&gt;
&lt;br /&gt;
'''Near miss counter (0-50000)'''&lt;br /&gt;
&lt;br /&gt;
The number of enemy bullets judged to be close to the aircraft is counted every 2 frames and added.&lt;br /&gt;
+2 will be added for each bullet, but only +1 during boss battles.&lt;br /&gt;
Even after a death or continue, it will not decrease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The safety level becomes 72 (MAX level) when the safety level reaches 100,000.&lt;br /&gt;
&lt;br /&gt;
===Gunner's facial expression===&lt;br /&gt;
&lt;br /&gt;
The Gunner's facial expression changes depending on the level of affection when clearing STAGE.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  Affection Level || Chain || Nail || Rivet&lt;br /&gt;
|-&lt;br /&gt;
|   Level 1 || [[File:Affection Chain level 1.png|frameless|center]] || [[File:Affection Ring level 1.png|frameless|center]] || [[File:Affection Rivet level 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 2 (Part 1) || [[File:Affection Chain level 2 part 1.png|frameless|center]] || [[File:Affection Nail level 2 part 1.png|frameless|center]] || [[File:Affection Rivet level 2 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 2 (Part 2) || [[File:Affection Chain level 2 part 2.png|frameless|center]] || [[File:Affection Nail level 2 part 2.png|frameless|center]] || [[File:Affection Rivet level 2 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 1) || [[File:Affection Chain level 3 part 1.png|frameless|center]] || [[File:Affection Nail level 3 part 1.png|frameless|center]] || [[File:Affection Rivet level 3 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 2) || [[File:Affection Rivet level 3 part 2.png|frameless|center]] || [[File:Affection Nail level 3 part 2.png|frameless|center]] || [[File:Affection Chain level 3 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 3) || [[File:Affection Chain level 3 part 3.png|frameless|center]] || [[File:Affection Nail level 3 part 3.png|frameless|center]] || [[File:Affection Rivet level 3 part 3.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 4 (Part 1) || [[File:Affection Chain level 4 part 1.png|frameless|center]] || [[File:Affection Nail level 4 part 1.png|frameless|center]] || [[File:Affection Rivet level 4 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 4 (Part 2) || [[File:Affection Chain level 4 part 2.png|frameless|center]] || [[File:Affection Nail level 4 part 2.png|frameless|center]] || [[File:Affection Rivet level 4 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 5 || [[File:Affection Chain level 5 .png|frameless|center]] || [[File:Affection Nail level 5 .png|frameless|center]] || [[File:Affection Rivet level 5 .png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 6 || [[File:Affection Chain level 6.png|frameless|center]] || [[File:Affection Nail level 6.png|frameless|center]] || [[File:Affection Rivet level 6.png|frameless|center]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ending===&lt;br /&gt;
After a clear, if the Affection level is LEVEL 4 or less, it will be a normal ending. If it is LEVEL 5 or more, it will be a true ending.&lt;br /&gt;
If the player clears both loops without using a continue, he will always get a true ending.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
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 &amp;quot;The Professional Gear&amp;quot;, or just &amp;quot;Progear&amp;quot;. 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 &amp;quot;the Motorouin&amp;quot; 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 &amp;quot;The Punishment of the Sages&amp;quot;.&lt;br /&gt;
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 &amp;quot;Gun Flyer&amp;quot; and installed it in all of their planes. The Storm of Progear was about to begin!&lt;br /&gt;
&lt;br /&gt;
== Development Team ==&lt;br /&gt;
'''Cave'''&lt;br /&gt;
* Producer = Kenichi Takano&lt;br /&gt;
* Director = Junya Inoue&lt;br /&gt;
* Program = Tsuneki Ikeda,Satoshi Kouyama,Takashi Ishimura&lt;br /&gt;
* Designers = Akira Wakabayashi,Hiroyuki Tanaka,Fusayuki Watariguchi,Kengo Arai&lt;br /&gt;
* Sound producer = Junya Inoue&lt;br /&gt;
* Music = Yukinori Kikuchi&lt;br /&gt;
* Sound effecter = Ryuichi Yabuki&lt;br /&gt;
* Special assist = Tosiaki Tomizawa&lt;br /&gt;
* Character voice = Mitsuo Furusawa&amp;lt;,Junya Inoue,Aki Sibata,Midori Katou,Masayo Hirasaka&lt;br /&gt;
* Special thanks = Yasushi Imai&lt;br /&gt;
* Character &amp;amp; mechanic design = Junya Inoue&lt;br /&gt;
&lt;br /&gt;
'''Capcom'''&lt;br /&gt;
* Producer = Tatsuya Minami&lt;br /&gt;
* Support research &amp;amp; development : Tomoshi Sadamoto&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
The game has two official version : the Japanese version which was the original version of the game and the US version.&lt;br /&gt;
The US version removes all of the voice acting from characters. &lt;br /&gt;
In the Japanese, enemies have more health and shoot more bullets.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
[[Progear_no_Arashi/Video_Index|Video index for Progear no Arashi]]&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Scoring info and formatting work provided by [[User:Juju Kenobi|Juju Kenobi]] &lt;br /&gt;
# Scoring info https://w.atwiki.jp/progear/&lt;br /&gt;
# Item and characters sprites taken from http://http://www.world-of-arcades.net/Cave/Progear/Characters.htm&lt;/div&gt;</summary>
		<author><name>Juju Kenobi</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Progear_no_Arashi&amp;diff=8946</id>
		<title>Progear no Arashi</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Progear_no_Arashi&amp;diff=8946"/>
		<updated>2021-04-12T05:57:52Z</updated>

		<summary type="html">&lt;p&gt;Juju Kenobi: /* Shooting/Tick points */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Progear logo.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #6dc2ca&lt;br /&gt;
| innerbordercolor = #eeeeac&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #fefafb&lt;br /&gt;
| image = Progear poster.jpg&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagescalepx = 180px&lt;br /&gt;
| developer = [[CAVE]]&lt;br /&gt;
| music = Yukinori Kikuchi&lt;br /&gt;
| program = Tsuneki Ikeda&amp;lt;br/&amp;gt;Satoshi Kouyama&amp;lt;br/&amp;gt;Takashi Ishimura&lt;br /&gt;
| art = Junya Inoue&lt;br /&gt;
| releasedate =  January 17, 2001&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''[[Progear no Arashi]]''(プロギアの嵐, &amp;quot;Storm of Progear&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Progear is a three-button shooter. Button C is disabled by default but can be enabled in the service menu.&lt;br /&gt;
&lt;br /&gt;
There are five stages in the game, with a second loop beginning at the end of stage five if one  of the requirements for the 2nd loop is met. Upon reaching the end of the second loop, the player will fight the True Last Boss. &lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''A (Press):''' '''Fighter mode''' Fires the standard shot weapon.&lt;br /&gt;
* '''A (Hold):''' '''Gunner mode''' Fires the ship's &amp;quot;focus&amp;quot; fire, using the gunner options, locking onto the closest enemies until they are destroyed or the A button is realesed&lt;br /&gt;
* '''B:''' Detonates a Bomb if there is at least one bomb in stock&lt;br /&gt;
* '''C''': Auto-fire for the player's standard spread shot.&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships  ===&lt;br /&gt;
====Fighter/Pilot selection====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Ship&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pilot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Aircraft&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Speed&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Power&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | position&amp;lt;br/&amp;gt;of hitbox&lt;br /&gt;
|-&lt;br /&gt;
! Pointblank !! Far &lt;br /&gt;
|-&lt;br /&gt;
| '''Fighter Type-A GAMBLER ''' || [[File:Ring.jpg|thumb|Ring|x300px]] || [[File:Progear Plane A.gif|frameless]] || Normal || Wide Shot|| Strong|| Weak  || [[File:Progear hitbox gambler.png|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Fighter Type-B MILITANT''' || [[File:Progear Bolt.jpg|thumb|Bolt|x300px]] || [[File:Progear Plane B.gif|frameless]] || Fast || Straight Shot|| Medium || Medium  || [[File:Progear hitbox militant.png|frameless]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
====Gunner selection====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gunner !! Co-pilot !! Gunner option !! Fire !! Speed in&amp;lt;br/&amp;gt;gunner mode !! Lock speed !! Power&lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Alpha''' || [[File:Progear Chain.jpg|thumb|Chain|x300px]] || [[File:Progear Gunner option type alpha.gif|frameless]] || Straight || Slow || Slow|| Strong&lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Beta''' || [[File:Progear Nail.jpg|thumb|Nail|x300px]] || [[File:Progear Gunner option type beta.gif|frameless]] || Wide || Fast || Fast|| Weak &lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Gamma ''' || [[File:Progear Rivet.jpg|thumb|Rivet|x300px]] || [[File:Progear Gunner option type gamma.gif|frameless]] || Homing || Medium || Medium || Strong&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gunner formation====&lt;br /&gt;
It is possible to change the formation of your gunner options by using some specific inputs during the gunner selection screen&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear system form normal alpha.jpg|frameless]] [[File:Progear system formation normal beta.jpg|frameless]] [[File:Progear system formation normal gamma.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
* '''Center up and down''': By pressing 2P start (or 1P start for 2P) while selecting the gunner,the gunner options will be up and down in the center. &lt;br /&gt;
&lt;br /&gt;
[[File:Progear Center up and down formation.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* '''Forward up and down''': By pressing both A and B buttons, while holding the 2P start (or 1P start for 2P) during the gunner selection, the gunner options will be up and down in front of the aircraft. 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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Forward up and down formation.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
====Change of clothes====&lt;br /&gt;
&lt;br /&gt;
By pressing 1P during the pilot or the gunner selection screen (or 2P as 2P), the clothes will be changed to 2P clothes (or 1P as 2P).&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Clothes change.jpg|thumb|center|1P Nail in 2P clothes]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear power up.jpg|center|frameless]] || '''Power Up'''&amp;lt;br/&amp;gt;Increases your attack power (max power after the 4th item)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear power max.jpg|center|frameless]] || '''Max Power Up'''&amp;lt;br/&amp;gt;Instantly grants max power (only appears after losing all lives)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear bomb.jpg|center|frameless]] || '''Bomb'''&amp;lt;br/&amp;gt;Increases your bomb stock by 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear diamond ring.jpg|center|frameless]] || '''Ring'''&amp;lt;br/&amp;gt;Produced when canceling bullet by killing enemies in fighter mode (shot)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear diamond stone.jpg|center|frameless]] || '''Stone/Jewel'''&amp;lt;br/&amp;gt;Produced when canceling bullet by killing enemies in gunner mode (option lock)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear 1UP mini.jpg|frameless|center]] || '''1-Up'''&amp;lt;br/&amp;gt;Rewards the player with one extra life&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
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) :&lt;br /&gt;
it reaches the right side of the screen&lt;br /&gt;
the jewel counter has run out&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage !! Jewels&lt;br /&gt;
|-&lt;br /&gt;
| 1st || 2000&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 4000&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 8000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 2nd loop || 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Extends and 1UP item===&lt;br /&gt;
&lt;br /&gt;
With the default settings, the player gets his first score extend at 3 million, then one every 4 million after. &lt;br /&gt;
&lt;br /&gt;
There is a hidden 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 a 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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear 1up GIF.gif|thumb|center|Hidden 1UP in stage 4]]&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
If the player hitbox collides with a bullet or an enemy hitbox, 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.&lt;br /&gt;
&lt;br /&gt;
But this does not always work. For example, on its final form, the 5th boss doesn't take any damage from the explosion.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
After clearing the 1st loop, if any of these requirements is met, the player will access the 2nd loop:&lt;br /&gt;
* number of bombs used is 2 or less.&lt;br /&gt;
* sum of bombs used and lives lost is 7 or less.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the 2nd loop, the jewel counter is doubled.&lt;br /&gt;
&lt;br /&gt;
Several changes occur during the 2nd loop compared to the 1st:&lt;br /&gt;
* The player cannot earn score extend anymore.&lt;br /&gt;
* The position and number of enemies is not exactly the same as in the 1rst loop&lt;br /&gt;
* When killed, the enemies will release revenge bullets aimed toward the player (but not completely straight at him)&lt;br /&gt;
* Every time the player dies, if the boss battle has not started, the player will start from the beginning of the current stage.&lt;br /&gt;
* Several bosses will have additional phases and attacks&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
===Jeweling===&lt;br /&gt;
Enemy bullets that are caught in enemies explosion disappear and become scoring items (rings or gems)&lt;br /&gt;
&lt;br /&gt;
If the player cancels bullets while being in Fighter mode (shot), the bullets will turn into ring 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).&lt;br /&gt;
&lt;br /&gt;
If the player cancels bullets while being in Gunner mode (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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The value of Rings and Jewels is shown in the following table: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value as&amp;lt;br/&amp;gt;Ring&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value as&amp;lt;br/&amp;gt;Jewel&lt;br /&gt;
|-&lt;br /&gt;
! Sprite !! Value !! Sprite !! Value&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Amethyst (small) || [[File:Progear amethyst ring small.jpg|frameless|center]] || 10 || [[File:Progear amethyst small.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Amethyst (medium) || [[File:Progear amethyst ring medium.jpg|frameless|center]] || 20 || [[File:Progear amethyst medium.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Amethyst (big) || [[File:Progear amethyst ring big.jpg|frameless|center]] || 30 || [[File:Progear amethyst big.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Ruby (small) || [[File:Progear ruby ring small.jpg|frameless|center]] || 40 || [[File:Progear ruby small.jpg|frameless|center]] || 20&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Ruby (medium) || [[File:Progear ruby ring medium.jpg|frameless|center]] || 50 || [[File:Progear ruby medium.jpg|frameless|center]] || 40&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Ruby (big) || [[File:Progear ruby ring big.jpg|frameless|center]] || 60 || [[File:Progear ruby big.jpg|frameless|center]] || 80&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Emerald (small) || [[File:Progear emerald ring small.jpg|frameless|center]] || 70 || [[File:Progear emerald small.jpg|frameless|center]] || 160&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Emerald (medium) || [[File:Progear emerald ring medium.jpg|frameless|center]] || 80 || [[File:Progear emerald medium.jpg|frameless|center]] || 320&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Emerald (big) || [[File:Progear emerald ring big.jpg|frameless|center]] || 90 || [[File:Progear emerald big.jpg|frameless|center]] || 640&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Diamond || [[File:Progear_diamond_ring.jpg|frameless|center]] || 100 || [[File:Progear_diamond_stone.jpg|frameless|center]] || 1280&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chain reactions===&lt;br /&gt;
When the player destroys an enemy in Gunner mode,bullets on the sprite of the explosion will be cancelled and turn into jewels. However, if some other bullets are close enough from these jewels, the cancel reaction might propagate. The propagation is easier the higher the value of the jewel is. There are several spots in the game where enemies keep shooting at the player and if the players leave them alive, it is possible to start a cancel reaction that will go on as long as the bullets are set up in a specific way allowing this to happen.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Gif chain reaction.gif|thumb|center|Chain reaction at the end of stage 1]]&lt;br /&gt;
&lt;br /&gt;
===Jewel counter===&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
===Bomb stacking===&lt;br /&gt;
&lt;br /&gt;
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. There is also an animation of children waving a flag next to the player bomb stock while this bonus is active.&lt;br /&gt;
&lt;br /&gt;
Stacking bombs increases the jewel counter by 10 000 (20 000 if the player is already in « x2 mode »).&lt;br /&gt;
&lt;br /&gt;
Usually, the lower limit of ring/jewel is small amethyst (level 1), but it rises as follows each time the stacking is repeated. Repeated stacking will allow the player to prepare diamond rings with a smaller number of bullets, making it easier to score and safer. This is especially useful during the second loop.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 1st time || Amethyst big (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 2nd time || Ruby small (Level 4)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 3rd time || Ruby big (Level 6)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 4th time || Emerald small (Level 7)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 5th time or more || Emerald big (Level 9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the player dies or uses a bomb, the lower limit of ring/jewel will return to small amethyst (level 1).&lt;br /&gt;
&lt;br /&gt;
===Shooting/Tick points===&lt;br /&gt;
When the player is in fighter mode, every time a bullet hits an enemy, the player will earn points according to the following formula :&lt;br /&gt;
&lt;br /&gt;
Shooting point = (Jewel counter / 10000 (rounded down to the nearest whole number)) x 10 &lt;br /&gt;
&lt;br /&gt;
If the player is in « x2 mode », this number is multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
The notations such as &amp;quot;+10&amp;quot; and &amp;quot;+ 150 × 2&amp;quot; that sometimes appear on the jewel counter display indicate the shooting point.&lt;br /&gt;
That's why, for scoring optimisation, dealing damage to bosses at pointblank range using Shot is recommanded.&lt;br /&gt;
&lt;br /&gt;
===Stage clear bonus===&lt;br /&gt;
When the player clears a stage, he receives a score bonus equal to the jewel counter multiplied by 10. If the « x2 mode » is active (see Bomb stacking), this bonus is multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
===ALL clear bonus===&lt;br /&gt;
If the player clears both loops, he will receive a ALL clear bonus :&lt;br /&gt;
* 5 million points per remaining extend&lt;br /&gt;
* 1 million points per remaining bomb&lt;br /&gt;
* Jewel counter x 20&lt;br /&gt;
&lt;br /&gt;
2-5 also has a Stage clear bonus, so if the player clears, he will get both a STAGE clear bonus and an ALL clear bonus.&lt;br /&gt;
&lt;br /&gt;
==Affection system==&lt;br /&gt;
&lt;br /&gt;
The affection of the accompanying gunner to the pilot changes depending on the way the player plays . The affection level influences the gunner's facial expression and ending when clearing STAGE, and aircraft performance of a specific combination (Ring/Rivet and Bolt/Chain). &lt;br /&gt;
&lt;br /&gt;
The level of activity (ACTIVE), the level of safety (SAFE), and the level of Affection (LOVELY) are evaluated on a 73-point scale from 0 to 72, respectively.&lt;br /&gt;
&lt;br /&gt;
  Activity level (ACTIVE) = (activity level counter / 4096) x 72&lt;br /&gt;
  Safety level (SAVE) = ((safety level counter-near miss counter) / 100000) x 72&lt;br /&gt;
  Affection (LOVELY) = (activity level + safety level) / 2&lt;br /&gt;
&lt;br /&gt;
  Affection level =&lt;br /&gt;
    When ACTIVE is 72 and SAFETY is 72: LEVEL6&lt;br /&gt;
    When ACTIVE is 48 or higher and SAFETY is 48 or higher: LEVEL5&lt;br /&gt;
    When ACTIVE is 48 or higher and SAFETY is 24 or higher: LEVEL4 (Part 1)&lt;br /&gt;
    When ACTIVE is 24 or higher and SAFETY is 48 or higher: LEVEL4 (Part 2) &lt;br /&gt;
    When ACTIVE is 48 or more and SAFETY is less than 24: LEVEL3 (Part 1)&lt;br /&gt;
    When ACTIVE is less than 24 and SAFETY is 48 or more: LEVEL3 (Part 2) &lt;br /&gt;
    When ACTIVE is 24 or higher and SAFETY is 24 or higher: LEVEL3 (Part 3) &lt;br /&gt;
    When ACTIVE is 24 or more and SAFETY is less than 24: LEVEL2 (Part 1) &lt;br /&gt;
    When ACTIVE is less than 24 and SAFETY is 24 or more: LEVEL2 (Part 2) &lt;br /&gt;
    If ACTIVE is less than 24 and SAFETY is less than 24: LEVEL1&lt;br /&gt;
&lt;br /&gt;
===Activity counter===&lt;br /&gt;
&lt;br /&gt;
When the activity jewel counter, which will be described later, exceeds 128, a certain amount will be added each time jeweling is performed.&lt;br /&gt;
The value to be added varies from stage to stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 || Stage 2 || Stage 3 || Stage 4 || Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| 256 || 85 || 85 || 64 || 51&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is an upper limit to the number of additions for each stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|   ||Stage 1 || Stage 2 || Stage 3 || Stage 4 || Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| Maximum number of additions  || 6 times || 17 times || 17 times || 22 times || 28 times&lt;br /&gt;
|-&lt;br /&gt;
| Activity counter than can be acquired in this stage  || 1536 (256x6) || 1445 (85x17) || 1445 (85x17) || 1408 (64x22) || 1428 (51x28)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* After the addition, 128 jewel counters for activity will be subtracted.&lt;br /&gt;
* Even if the player makes a mistake or continue, it will not decrease.&lt;br /&gt;
* if the player scores a little, he reach the upper limit immediately, so it is difficult to see differences during different runs.&lt;br /&gt;
* When the activity counter is 4096 or more, the activity level will be 72 (MAX level) (achieved on stage 3 in the best case).&lt;br /&gt;
&lt;br /&gt;
===Jewel counter for activity (0 to 14524)===&lt;br /&gt;
&lt;br /&gt;
When a ring or jewel appears by jeweling, the following values ​​are added (subtracted) for each ring / jewel (regardless of whether it is collected or not). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  Jewel || Best couple || Other than the best couple&lt;br /&gt;
|-&lt;br /&gt;
| Ring || -1 || -1 &lt;br /&gt;
|-&lt;br /&gt;
| Amethyst jewel || -1 || -1 &lt;br /&gt;
|-&lt;br /&gt;
| Ruby jewel || +3 || +2&lt;br /&gt;
|-&lt;br /&gt;
| Emerald jewel || +4 || +3&lt;br /&gt;
|-&lt;br /&gt;
| Diamond jewel || +6 || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When the activity jewel counter exceeds 128, the activity counter increases by a certain amount and the activity jewel counter is subtracted by 128. &lt;br /&gt;
&lt;br /&gt;
===Safety counter (-10000 to 150000)===&lt;br /&gt;
&lt;br /&gt;
The safety counter is calculated from the following five factors. &lt;br /&gt;
&lt;br /&gt;
  Safety counter =&lt;br /&gt;
    ＋ Initial value (33000 or 5000)&lt;br /&gt;
    ＋ Positioning of the aircraft (-10 to +5 for each frame)&lt;br /&gt;
    ＋ Enemy left (-4 per frame when considered to be dangerous enemy left)&lt;br /&gt;
    ＋ Bomb (+6000 per bomb use)&lt;br /&gt;
    ＋ Miss (-10000 per death)&lt;br /&gt;
    - Near-Miss Counter &lt;br /&gt;
&lt;br /&gt;
'''initial value'''&lt;br /&gt;
The initial value of the safety counter is different depending on the compatibility of the Pilot/Gunner couple. Ring/Chain and Bolt/Nail which are the best couples start at 33000, and the other couples start at 5000. After using a continue, the safety counter is reset to its initial value.&lt;br /&gt;
&lt;br /&gt;
'''Positioning of the aircraft'''&lt;br /&gt;
The safety counter increases or decreases depending on where the aircraft is located in each area where the x-axis is divided into 23. The amount of increase / decrease per frame is set as follows. &lt;br /&gt;
&lt;br /&gt;
1, 2, 3, 4, 5, 5, 2, 2, 1, 1, 0, -1, -1, -2, -2, -4, -4, -6, -6, -8,- 8, -10, -10&lt;br /&gt;
&lt;br /&gt;
The fastest increase in safety is in the area where 5 is set, which is roughly between the green lines in the image below. &lt;br /&gt;
&lt;br /&gt;
[[File:Progear Safety area.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
During the bomb, the safety counter will stop increasing or decreasing due to the positioning of the aircraft. &lt;br /&gt;
&lt;br /&gt;
'''Enemy left'''&lt;br /&gt;
&lt;br /&gt;
When all of the following conditions are met, the safety counter will decrease by -4 per frame.&lt;br /&gt;
* Enemy approaching the player&lt;br /&gt;
* The player didn't shot i the last 75 frames&lt;br /&gt;
* There are 6 or more enemy sprites (medium / large enemies have multiple sprites, and some of the sprites used in background animation etc. are included in this count).&lt;br /&gt;
* 20 or more enemy bullets&lt;br /&gt;
&lt;br /&gt;
'''Near miss counter (0-50000)'''&lt;br /&gt;
&lt;br /&gt;
The number of enemy bullets judged to be close to the aircraft is counted every 2 frames and added.&lt;br /&gt;
+2 will be added for each bullet, but only +1 during boss battles.&lt;br /&gt;
Even after a death or continue, it will not decrease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The safety level becomes 72 (MAX level) when the safety level reaches 100,000.&lt;br /&gt;
&lt;br /&gt;
===Gunner's facial expression===&lt;br /&gt;
&lt;br /&gt;
The Gunner's facial expression changes depending on the level of affection when clearing STAGE.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  Affection Level || Chain || Nail || Rivet&lt;br /&gt;
|-&lt;br /&gt;
|   Level 1 || [[File:Affection Chain level 1.png|frameless|center]] || [[File:Affection Ring level 1.png|frameless|center]] || [[File:Affection Rivet level 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 2 (Part 1) || [[File:Affection Chain level 2 part 1.png|frameless|center]] || [[File:Affection Nail level 2 part 1.png|frameless|center]] || [[File:Affection Rivet level 2 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 2 (Part 2) || [[File:Affection Chain level 2 part 2.png|frameless|center]] || [[File:Affection Nail level 2 part 2.png|frameless|center]] || [[File:Affection Rivet level 2 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 1) || [[File:Affection Chain level 3 part 1.png|frameless|center]] || [[File:Affection Nail level 3 part 1.png|frameless|center]] || [[File:Affection Rivet level 3 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 2) || [[File:Affection Rivet level 3 part 2.png|frameless|center]] || [[File:Affection Nail level 3 part 2.png|frameless|center]] || [[File:Affection Chain level 3 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 3) || [[File:Affection Chain level 3 part 3.png|frameless|center]] || [[File:Affection Nail level 3 part 3.png|frameless|center]] || [[File:Affection Rivet level 3 part 3.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 4 (Part 1) || [[File:Affection Chain level 4 part 1.png|frameless|center]] || [[File:Affection Nail level 4 part 1.png|frameless|center]] || [[File:Affection Rivet level 4 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 4 (Part 2) || [[File:Affection Chain level 4 part 2.png|frameless|center]] || [[File:Affection Nail level 4 part 2.png|frameless|center]] || [[File:Affection Rivet level 4 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 5 || [[File:Affection Chain level 5 .png|frameless|center]] || [[File:Affection Nail level 5 .png|frameless|center]] || [[File:Affection Rivet level 5 .png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 6 || [[File:Affection Chain level 6.png|frameless|center]] || [[File:Affection Nail level 6.png|frameless|center]] || [[File:Affection Rivet level 6.png|frameless|center]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ending===&lt;br /&gt;
After a clear, if the Affection level is LEVEL 4 or less, it will be a normal ending. If it is LEVEL 5 or more, it will be a true ending.&lt;br /&gt;
If the player clears both loops without using a continue, he will always get a true ending.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
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 &amp;quot;The Professional Gear&amp;quot;, or just &amp;quot;Progear&amp;quot;. 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 &amp;quot;the Motorouin&amp;quot; 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 &amp;quot;The Punishment of the Sages&amp;quot;.&lt;br /&gt;
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 &amp;quot;Gun Flyer&amp;quot; and installed it in all of their planes. The Storm of Progear was about to begin!&lt;br /&gt;
&lt;br /&gt;
== Development Team ==&lt;br /&gt;
'''Cave'''&lt;br /&gt;
* Producer = Kenichi Takano&lt;br /&gt;
* Director = Junya Inoue&lt;br /&gt;
* Program = Tsuneki Ikeda,Satoshi Kouyama,Takashi Ishimura&lt;br /&gt;
* Designers = Akira Wakabayashi,Hiroyuki Tanaka,Fusayuki Watariguchi,Kengo Arai&lt;br /&gt;
* Sound producer = Junya Inoue&lt;br /&gt;
* Music = Yukinori Kikuchi&lt;br /&gt;
* Sound effecter = Ryuichi Yabuki&lt;br /&gt;
* Special assist = Tosiaki Tomizawa&lt;br /&gt;
* Character voice = Mitsuo Furusawa&amp;lt;,Junya Inoue,Aki Sibata,Midori Katou,Masayo Hirasaka&lt;br /&gt;
* Special thanks = Yasushi Imai&lt;br /&gt;
* Character &amp;amp; mechanic design = Junya Inoue&lt;br /&gt;
&lt;br /&gt;
'''Capcom'''&lt;br /&gt;
* Producer = Tatsuya Minami&lt;br /&gt;
* Support research &amp;amp; development : Tomoshi Sadamoto&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
The game has two official version : the Japanese version which was the original version of the game and the US version.&lt;br /&gt;
The US version removes all of the voice acting from characters. &lt;br /&gt;
In the Japanese, enemies have more health and shoot more bullets.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
[[Progear_no_Arashi/Video_Index|Video index for Progear no Arashi]]&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Scoring info and formatting work provided by [[User:Juju Kenobi|Juju Kenobi]] &lt;br /&gt;
# Scoring info https://w.atwiki.jp/progear/&lt;br /&gt;
# Item and characters sprites taken from http://http://www.world-of-arcades.net/Cave/Progear/Characters.htm&lt;/div&gt;</summary>
		<author><name>Juju Kenobi</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Progear_no_Arashi&amp;diff=8945</id>
		<title>Progear no Arashi</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Progear_no_Arashi&amp;diff=8945"/>
		<updated>2021-04-12T05:57:24Z</updated>

		<summary type="html">&lt;p&gt;Juju Kenobi: /* Bomb stacking */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Progear logo.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #6dc2ca&lt;br /&gt;
| innerbordercolor = #eeeeac&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #fefafb&lt;br /&gt;
| image = Progear poster.jpg&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagescalepx = 180px&lt;br /&gt;
| developer = [[CAVE]]&lt;br /&gt;
| music = Yukinori Kikuchi&lt;br /&gt;
| program = Tsuneki Ikeda&amp;lt;br/&amp;gt;Satoshi Kouyama&amp;lt;br/&amp;gt;Takashi Ishimura&lt;br /&gt;
| art = Junya Inoue&lt;br /&gt;
| releasedate =  January 17, 2001&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''[[Progear no Arashi]]''(プロギアの嵐, &amp;quot;Storm of Progear&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Progear is a three-button shooter. Button C is disabled by default but can be enabled in the service menu.&lt;br /&gt;
&lt;br /&gt;
There are five stages in the game, with a second loop beginning at the end of stage five if one  of the requirements for the 2nd loop is met. Upon reaching the end of the second loop, the player will fight the True Last Boss. &lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''A (Press):''' '''Fighter mode''' Fires the standard shot weapon.&lt;br /&gt;
* '''A (Hold):''' '''Gunner mode''' Fires the ship's &amp;quot;focus&amp;quot; fire, using the gunner options, locking onto the closest enemies until they are destroyed or the A button is realesed&lt;br /&gt;
* '''B:''' Detonates a Bomb if there is at least one bomb in stock&lt;br /&gt;
* '''C''': Auto-fire for the player's standard spread shot.&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships  ===&lt;br /&gt;
====Fighter/Pilot selection====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Ship&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pilot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Aircraft&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Speed&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Power&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | position&amp;lt;br/&amp;gt;of hitbox&lt;br /&gt;
|-&lt;br /&gt;
! Pointblank !! Far &lt;br /&gt;
|-&lt;br /&gt;
| '''Fighter Type-A GAMBLER ''' || [[File:Ring.jpg|thumb|Ring|x300px]] || [[File:Progear Plane A.gif|frameless]] || Normal || Wide Shot|| Strong|| Weak  || [[File:Progear hitbox gambler.png|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Fighter Type-B MILITANT''' || [[File:Progear Bolt.jpg|thumb|Bolt|x300px]] || [[File:Progear Plane B.gif|frameless]] || Fast || Straight Shot|| Medium || Medium  || [[File:Progear hitbox militant.png|frameless]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
====Gunner selection====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gunner !! Co-pilot !! Gunner option !! Fire !! Speed in&amp;lt;br/&amp;gt;gunner mode !! Lock speed !! Power&lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Alpha''' || [[File:Progear Chain.jpg|thumb|Chain|x300px]] || [[File:Progear Gunner option type alpha.gif|frameless]] || Straight || Slow || Slow|| Strong&lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Beta''' || [[File:Progear Nail.jpg|thumb|Nail|x300px]] || [[File:Progear Gunner option type beta.gif|frameless]] || Wide || Fast || Fast|| Weak &lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Gamma ''' || [[File:Progear Rivet.jpg|thumb|Rivet|x300px]] || [[File:Progear Gunner option type gamma.gif|frameless]] || Homing || Medium || Medium || Strong&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gunner formation====&lt;br /&gt;
It is possible to change the formation of your gunner options by using some specific inputs during the gunner selection screen&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear system form normal alpha.jpg|frameless]] [[File:Progear system formation normal beta.jpg|frameless]] [[File:Progear system formation normal gamma.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
* '''Center up and down''': By pressing 2P start (or 1P start for 2P) while selecting the gunner,the gunner options will be up and down in the center. &lt;br /&gt;
&lt;br /&gt;
[[File:Progear Center up and down formation.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* '''Forward up and down''': By pressing both A and B buttons, while holding the 2P start (or 1P start for 2P) during the gunner selection, the gunner options will be up and down in front of the aircraft. 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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Forward up and down formation.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
====Change of clothes====&lt;br /&gt;
&lt;br /&gt;
By pressing 1P during the pilot or the gunner selection screen (or 2P as 2P), the clothes will be changed to 2P clothes (or 1P as 2P).&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Clothes change.jpg|thumb|center|1P Nail in 2P clothes]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear power up.jpg|center|frameless]] || '''Power Up'''&amp;lt;br/&amp;gt;Increases your attack power (max power after the 4th item)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear power max.jpg|center|frameless]] || '''Max Power Up'''&amp;lt;br/&amp;gt;Instantly grants max power (only appears after losing all lives)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear bomb.jpg|center|frameless]] || '''Bomb'''&amp;lt;br/&amp;gt;Increases your bomb stock by 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear diamond ring.jpg|center|frameless]] || '''Ring'''&amp;lt;br/&amp;gt;Produced when canceling bullet by killing enemies in fighter mode (shot)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear diamond stone.jpg|center|frameless]] || '''Stone/Jewel'''&amp;lt;br/&amp;gt;Produced when canceling bullet by killing enemies in gunner mode (option lock)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear 1UP mini.jpg|frameless|center]] || '''1-Up'''&amp;lt;br/&amp;gt;Rewards the player with one extra life&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
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) :&lt;br /&gt;
it reaches the right side of the screen&lt;br /&gt;
the jewel counter has run out&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage !! Jewels&lt;br /&gt;
|-&lt;br /&gt;
| 1st || 2000&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 4000&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 8000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 2nd loop || 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Extends and 1UP item===&lt;br /&gt;
&lt;br /&gt;
With the default settings, the player gets his first score extend at 3 million, then one every 4 million after. &lt;br /&gt;
&lt;br /&gt;
There is a hidden 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 a 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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear 1up GIF.gif|thumb|center|Hidden 1UP in stage 4]]&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
If the player hitbox collides with a bullet or an enemy hitbox, 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.&lt;br /&gt;
&lt;br /&gt;
But this does not always work. For example, on its final form, the 5th boss doesn't take any damage from the explosion.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
After clearing the 1st loop, if any of these requirements is met, the player will access the 2nd loop:&lt;br /&gt;
* number of bombs used is 2 or less.&lt;br /&gt;
* sum of bombs used and lives lost is 7 or less.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the 2nd loop, the jewel counter is doubled.&lt;br /&gt;
&lt;br /&gt;
Several changes occur during the 2nd loop compared to the 1st:&lt;br /&gt;
* The player cannot earn score extend anymore.&lt;br /&gt;
* The position and number of enemies is not exactly the same as in the 1rst loop&lt;br /&gt;
* When killed, the enemies will release revenge bullets aimed toward the player (but not completely straight at him)&lt;br /&gt;
* Every time the player dies, if the boss battle has not started, the player will start from the beginning of the current stage.&lt;br /&gt;
* Several bosses will have additional phases and attacks&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
===Jeweling===&lt;br /&gt;
Enemy bullets that are caught in enemies explosion disappear and become scoring items (rings or gems)&lt;br /&gt;
&lt;br /&gt;
If the player cancels bullets while being in Fighter mode (shot), the bullets will turn into ring 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).&lt;br /&gt;
&lt;br /&gt;
If the player cancels bullets while being in Gunner mode (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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The value of Rings and Jewels is shown in the following table: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value as&amp;lt;br/&amp;gt;Ring&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value as&amp;lt;br/&amp;gt;Jewel&lt;br /&gt;
|-&lt;br /&gt;
! Sprite !! Value !! Sprite !! Value&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Amethyst (small) || [[File:Progear amethyst ring small.jpg|frameless|center]] || 10 || [[File:Progear amethyst small.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Amethyst (medium) || [[File:Progear amethyst ring medium.jpg|frameless|center]] || 20 || [[File:Progear amethyst medium.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Amethyst (big) || [[File:Progear amethyst ring big.jpg|frameless|center]] || 30 || [[File:Progear amethyst big.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Ruby (small) || [[File:Progear ruby ring small.jpg|frameless|center]] || 40 || [[File:Progear ruby small.jpg|frameless|center]] || 20&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Ruby (medium) || [[File:Progear ruby ring medium.jpg|frameless|center]] || 50 || [[File:Progear ruby medium.jpg|frameless|center]] || 40&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Ruby (big) || [[File:Progear ruby ring big.jpg|frameless|center]] || 60 || [[File:Progear ruby big.jpg|frameless|center]] || 80&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Emerald (small) || [[File:Progear emerald ring small.jpg|frameless|center]] || 70 || [[File:Progear emerald small.jpg|frameless|center]] || 160&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Emerald (medium) || [[File:Progear emerald ring medium.jpg|frameless|center]] || 80 || [[File:Progear emerald medium.jpg|frameless|center]] || 320&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Emerald (big) || [[File:Progear emerald ring big.jpg|frameless|center]] || 90 || [[File:Progear emerald big.jpg|frameless|center]] || 640&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Diamond || [[File:Progear_diamond_ring.jpg|frameless|center]] || 100 || [[File:Progear_diamond_stone.jpg|frameless|center]] || 1280&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chain reactions===&lt;br /&gt;
When the player destroys an enemy in Gunner mode,bullets on the sprite of the explosion will be cancelled and turn into jewels. However, if some other bullets are close enough from these jewels, the cancel reaction might propagate. The propagation is easier the higher the value of the jewel is. There are several spots in the game where enemies keep shooting at the player and if the players leave them alive, it is possible to start a cancel reaction that will go on as long as the bullets are set up in a specific way allowing this to happen.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Gif chain reaction.gif|thumb|center|Chain reaction at the end of stage 1]]&lt;br /&gt;
&lt;br /&gt;
===Jewel counter===&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
===Bomb stacking===&lt;br /&gt;
&lt;br /&gt;
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. There is also an animation of children waving a flag next to the player bomb stock while this bonus is active.&lt;br /&gt;
&lt;br /&gt;
Stacking bombs increases the jewel counter by 10 000 (20 000 if the player is already in « x2 mode »).&lt;br /&gt;
&lt;br /&gt;
Usually, the lower limit of ring/jewel is small amethyst (level 1), but it rises as follows each time the stacking is repeated. Repeated stacking will allow the player to prepare diamond rings with a smaller number of bullets, making it easier to score and safer. This is especially useful during the second loop.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 1st time || Amethyst big (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 2nd time || Ruby small (Level 4)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 3rd time || Ruby big (Level 6)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 4th time || Emerald small (Level 7)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 5th time or more || Emerald big (Level 9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the player dies or uses a bomb, the lower limit of ring/jewel will return to small amethyst (level 1).&lt;br /&gt;
&lt;br /&gt;
===Shooting/Tick points===&lt;br /&gt;
When the player is in fighter mode, every time a bullet hits an enemy, the player will earn points according to the following formula :&lt;br /&gt;
Shooting point = (Jewel counter / 10000 (rounded down to the nearest whole number)) x 10 &lt;br /&gt;
&lt;br /&gt;
If the player is in « x2 mode », this number is multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
The notations such as &amp;quot;+10&amp;quot; and &amp;quot;+ 150 × 2&amp;quot; that sometimes appear on the jewel counter display indicate the shooting point.&lt;br /&gt;
That's why, for scoring optimisation, dealing damage to bosses at pointblank range using Shot is recommanded.&lt;br /&gt;
&lt;br /&gt;
===Stage clear bonus===&lt;br /&gt;
When the player clears a stage, he receives a score bonus equal to the jewel counter multiplied by 10. If the « x2 mode » is active (see Bomb stacking), this bonus is multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
===ALL clear bonus===&lt;br /&gt;
If the player clears both loops, he will receive a ALL clear bonus :&lt;br /&gt;
* 5 million points per remaining extend&lt;br /&gt;
* 1 million points per remaining bomb&lt;br /&gt;
* Jewel counter x 20&lt;br /&gt;
&lt;br /&gt;
2-5 also has a Stage clear bonus, so if the player clears, he will get both a STAGE clear bonus and an ALL clear bonus.&lt;br /&gt;
&lt;br /&gt;
==Affection system==&lt;br /&gt;
&lt;br /&gt;
The affection of the accompanying gunner to the pilot changes depending on the way the player plays . The affection level influences the gunner's facial expression and ending when clearing STAGE, and aircraft performance of a specific combination (Ring/Rivet and Bolt/Chain). &lt;br /&gt;
&lt;br /&gt;
The level of activity (ACTIVE), the level of safety (SAFE), and the level of Affection (LOVELY) are evaluated on a 73-point scale from 0 to 72, respectively.&lt;br /&gt;
&lt;br /&gt;
  Activity level (ACTIVE) = (activity level counter / 4096) x 72&lt;br /&gt;
  Safety level (SAVE) = ((safety level counter-near miss counter) / 100000) x 72&lt;br /&gt;
  Affection (LOVELY) = (activity level + safety level) / 2&lt;br /&gt;
&lt;br /&gt;
  Affection level =&lt;br /&gt;
    When ACTIVE is 72 and SAFETY is 72: LEVEL6&lt;br /&gt;
    When ACTIVE is 48 or higher and SAFETY is 48 or higher: LEVEL5&lt;br /&gt;
    When ACTIVE is 48 or higher and SAFETY is 24 or higher: LEVEL4 (Part 1)&lt;br /&gt;
    When ACTIVE is 24 or higher and SAFETY is 48 or higher: LEVEL4 (Part 2) &lt;br /&gt;
    When ACTIVE is 48 or more and SAFETY is less than 24: LEVEL3 (Part 1)&lt;br /&gt;
    When ACTIVE is less than 24 and SAFETY is 48 or more: LEVEL3 (Part 2) &lt;br /&gt;
    When ACTIVE is 24 or higher and SAFETY is 24 or higher: LEVEL3 (Part 3) &lt;br /&gt;
    When ACTIVE is 24 or more and SAFETY is less than 24: LEVEL2 (Part 1) &lt;br /&gt;
    When ACTIVE is less than 24 and SAFETY is 24 or more: LEVEL2 (Part 2) &lt;br /&gt;
    If ACTIVE is less than 24 and SAFETY is less than 24: LEVEL1&lt;br /&gt;
&lt;br /&gt;
===Activity counter===&lt;br /&gt;
&lt;br /&gt;
When the activity jewel counter, which will be described later, exceeds 128, a certain amount will be added each time jeweling is performed.&lt;br /&gt;
The value to be added varies from stage to stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 || Stage 2 || Stage 3 || Stage 4 || Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| 256 || 85 || 85 || 64 || 51&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is an upper limit to the number of additions for each stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|   ||Stage 1 || Stage 2 || Stage 3 || Stage 4 || Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| Maximum number of additions  || 6 times || 17 times || 17 times || 22 times || 28 times&lt;br /&gt;
|-&lt;br /&gt;
| Activity counter than can be acquired in this stage  || 1536 (256x6) || 1445 (85x17) || 1445 (85x17) || 1408 (64x22) || 1428 (51x28)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* After the addition, 128 jewel counters for activity will be subtracted.&lt;br /&gt;
* Even if the player makes a mistake or continue, it will not decrease.&lt;br /&gt;
* if the player scores a little, he reach the upper limit immediately, so it is difficult to see differences during different runs.&lt;br /&gt;
* When the activity counter is 4096 or more, the activity level will be 72 (MAX level) (achieved on stage 3 in the best case).&lt;br /&gt;
&lt;br /&gt;
===Jewel counter for activity (0 to 14524)===&lt;br /&gt;
&lt;br /&gt;
When a ring or jewel appears by jeweling, the following values ​​are added (subtracted) for each ring / jewel (regardless of whether it is collected or not). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  Jewel || Best couple || Other than the best couple&lt;br /&gt;
|-&lt;br /&gt;
| Ring || -1 || -1 &lt;br /&gt;
|-&lt;br /&gt;
| Amethyst jewel || -1 || -1 &lt;br /&gt;
|-&lt;br /&gt;
| Ruby jewel || +3 || +2&lt;br /&gt;
|-&lt;br /&gt;
| Emerald jewel || +4 || +3&lt;br /&gt;
|-&lt;br /&gt;
| Diamond jewel || +6 || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When the activity jewel counter exceeds 128, the activity counter increases by a certain amount and the activity jewel counter is subtracted by 128. &lt;br /&gt;
&lt;br /&gt;
===Safety counter (-10000 to 150000)===&lt;br /&gt;
&lt;br /&gt;
The safety counter is calculated from the following five factors. &lt;br /&gt;
&lt;br /&gt;
  Safety counter =&lt;br /&gt;
    ＋ Initial value (33000 or 5000)&lt;br /&gt;
    ＋ Positioning of the aircraft (-10 to +5 for each frame)&lt;br /&gt;
    ＋ Enemy left (-4 per frame when considered to be dangerous enemy left)&lt;br /&gt;
    ＋ Bomb (+6000 per bomb use)&lt;br /&gt;
    ＋ Miss (-10000 per death)&lt;br /&gt;
    - Near-Miss Counter &lt;br /&gt;
&lt;br /&gt;
'''initial value'''&lt;br /&gt;
The initial value of the safety counter is different depending on the compatibility of the Pilot/Gunner couple. Ring/Chain and Bolt/Nail which are the best couples start at 33000, and the other couples start at 5000. After using a continue, the safety counter is reset to its initial value.&lt;br /&gt;
&lt;br /&gt;
'''Positioning of the aircraft'''&lt;br /&gt;
The safety counter increases or decreases depending on where the aircraft is located in each area where the x-axis is divided into 23. The amount of increase / decrease per frame is set as follows. &lt;br /&gt;
&lt;br /&gt;
1, 2, 3, 4, 5, 5, 2, 2, 1, 1, 0, -1, -1, -2, -2, -4, -4, -6, -6, -8,- 8, -10, -10&lt;br /&gt;
&lt;br /&gt;
The fastest increase in safety is in the area where 5 is set, which is roughly between the green lines in the image below. &lt;br /&gt;
&lt;br /&gt;
[[File:Progear Safety area.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
During the bomb, the safety counter will stop increasing or decreasing due to the positioning of the aircraft. &lt;br /&gt;
&lt;br /&gt;
'''Enemy left'''&lt;br /&gt;
&lt;br /&gt;
When all of the following conditions are met, the safety counter will decrease by -4 per frame.&lt;br /&gt;
* Enemy approaching the player&lt;br /&gt;
* The player didn't shot i the last 75 frames&lt;br /&gt;
* There are 6 or more enemy sprites (medium / large enemies have multiple sprites, and some of the sprites used in background animation etc. are included in this count).&lt;br /&gt;
* 20 or more enemy bullets&lt;br /&gt;
&lt;br /&gt;
'''Near miss counter (0-50000)'''&lt;br /&gt;
&lt;br /&gt;
The number of enemy bullets judged to be close to the aircraft is counted every 2 frames and added.&lt;br /&gt;
+2 will be added for each bullet, but only +1 during boss battles.&lt;br /&gt;
Even after a death or continue, it will not decrease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The safety level becomes 72 (MAX level) when the safety level reaches 100,000.&lt;br /&gt;
&lt;br /&gt;
===Gunner's facial expression===&lt;br /&gt;
&lt;br /&gt;
The Gunner's facial expression changes depending on the level of affection when clearing STAGE.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  Affection Level || Chain || Nail || Rivet&lt;br /&gt;
|-&lt;br /&gt;
|   Level 1 || [[File:Affection Chain level 1.png|frameless|center]] || [[File:Affection Ring level 1.png|frameless|center]] || [[File:Affection Rivet level 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 2 (Part 1) || [[File:Affection Chain level 2 part 1.png|frameless|center]] || [[File:Affection Nail level 2 part 1.png|frameless|center]] || [[File:Affection Rivet level 2 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 2 (Part 2) || [[File:Affection Chain level 2 part 2.png|frameless|center]] || [[File:Affection Nail level 2 part 2.png|frameless|center]] || [[File:Affection Rivet level 2 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 1) || [[File:Affection Chain level 3 part 1.png|frameless|center]] || [[File:Affection Nail level 3 part 1.png|frameless|center]] || [[File:Affection Rivet level 3 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 2) || [[File:Affection Rivet level 3 part 2.png|frameless|center]] || [[File:Affection Nail level 3 part 2.png|frameless|center]] || [[File:Affection Chain level 3 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 3) || [[File:Affection Chain level 3 part 3.png|frameless|center]] || [[File:Affection Nail level 3 part 3.png|frameless|center]] || [[File:Affection Rivet level 3 part 3.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 4 (Part 1) || [[File:Affection Chain level 4 part 1.png|frameless|center]] || [[File:Affection Nail level 4 part 1.png|frameless|center]] || [[File:Affection Rivet level 4 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 4 (Part 2) || [[File:Affection Chain level 4 part 2.png|frameless|center]] || [[File:Affection Nail level 4 part 2.png|frameless|center]] || [[File:Affection Rivet level 4 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 5 || [[File:Affection Chain level 5 .png|frameless|center]] || [[File:Affection Nail level 5 .png|frameless|center]] || [[File:Affection Rivet level 5 .png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 6 || [[File:Affection Chain level 6.png|frameless|center]] || [[File:Affection Nail level 6.png|frameless|center]] || [[File:Affection Rivet level 6.png|frameless|center]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ending===&lt;br /&gt;
After a clear, if the Affection level is LEVEL 4 or less, it will be a normal ending. If it is LEVEL 5 or more, it will be a true ending.&lt;br /&gt;
If the player clears both loops without using a continue, he will always get a true ending.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
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 &amp;quot;The Professional Gear&amp;quot;, or just &amp;quot;Progear&amp;quot;. 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 &amp;quot;the Motorouin&amp;quot; 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 &amp;quot;The Punishment of the Sages&amp;quot;.&lt;br /&gt;
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 &amp;quot;Gun Flyer&amp;quot; and installed it in all of their planes. The Storm of Progear was about to begin!&lt;br /&gt;
&lt;br /&gt;
== Development Team ==&lt;br /&gt;
'''Cave'''&lt;br /&gt;
* Producer = Kenichi Takano&lt;br /&gt;
* Director = Junya Inoue&lt;br /&gt;
* Program = Tsuneki Ikeda,Satoshi Kouyama,Takashi Ishimura&lt;br /&gt;
* Designers = Akira Wakabayashi,Hiroyuki Tanaka,Fusayuki Watariguchi,Kengo Arai&lt;br /&gt;
* Sound producer = Junya Inoue&lt;br /&gt;
* Music = Yukinori Kikuchi&lt;br /&gt;
* Sound effecter = Ryuichi Yabuki&lt;br /&gt;
* Special assist = Tosiaki Tomizawa&lt;br /&gt;
* Character voice = Mitsuo Furusawa&amp;lt;,Junya Inoue,Aki Sibata,Midori Katou,Masayo Hirasaka&lt;br /&gt;
* Special thanks = Yasushi Imai&lt;br /&gt;
* Character &amp;amp; mechanic design = Junya Inoue&lt;br /&gt;
&lt;br /&gt;
'''Capcom'''&lt;br /&gt;
* Producer = Tatsuya Minami&lt;br /&gt;
* Support research &amp;amp; development : Tomoshi Sadamoto&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
The game has two official version : the Japanese version which was the original version of the game and the US version.&lt;br /&gt;
The US version removes all of the voice acting from characters. &lt;br /&gt;
In the Japanese, enemies have more health and shoot more bullets.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
[[Progear_no_Arashi/Video_Index|Video index for Progear no Arashi]]&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Scoring info and formatting work provided by [[User:Juju Kenobi|Juju Kenobi]] &lt;br /&gt;
# Scoring info https://w.atwiki.jp/progear/&lt;br /&gt;
# Item and characters sprites taken from http://http://www.world-of-arcades.net/Cave/Progear/Characters.htm&lt;/div&gt;</summary>
		<author><name>Juju Kenobi</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Progear_no_Arashi&amp;diff=8944</id>
		<title>Progear no Arashi</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Progear_no_Arashi&amp;diff=8944"/>
		<updated>2021-04-12T05:57:03Z</updated>

		<summary type="html">&lt;p&gt;Juju Kenobi: /* Bomb stacking */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Progear logo.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #6dc2ca&lt;br /&gt;
| innerbordercolor = #eeeeac&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #fefafb&lt;br /&gt;
| image = Progear poster.jpg&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagescalepx = 180px&lt;br /&gt;
| developer = [[CAVE]]&lt;br /&gt;
| music = Yukinori Kikuchi&lt;br /&gt;
| program = Tsuneki Ikeda&amp;lt;br/&amp;gt;Satoshi Kouyama&amp;lt;br/&amp;gt;Takashi Ishimura&lt;br /&gt;
| art = Junya Inoue&lt;br /&gt;
| releasedate =  January 17, 2001&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''[[Progear no Arashi]]''(プロギアの嵐, &amp;quot;Storm of Progear&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Progear is a three-button shooter. Button C is disabled by default but can be enabled in the service menu.&lt;br /&gt;
&lt;br /&gt;
There are five stages in the game, with a second loop beginning at the end of stage five if one  of the requirements for the 2nd loop is met. Upon reaching the end of the second loop, the player will fight the True Last Boss. &lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''A (Press):''' '''Fighter mode''' Fires the standard shot weapon.&lt;br /&gt;
* '''A (Hold):''' '''Gunner mode''' Fires the ship's &amp;quot;focus&amp;quot; fire, using the gunner options, locking onto the closest enemies until they are destroyed or the A button is realesed&lt;br /&gt;
* '''B:''' Detonates a Bomb if there is at least one bomb in stock&lt;br /&gt;
* '''C''': Auto-fire for the player's standard spread shot.&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships  ===&lt;br /&gt;
====Fighter/Pilot selection====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Ship&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pilot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Aircraft&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Speed&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Power&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | position&amp;lt;br/&amp;gt;of hitbox&lt;br /&gt;
|-&lt;br /&gt;
! Pointblank !! Far &lt;br /&gt;
|-&lt;br /&gt;
| '''Fighter Type-A GAMBLER ''' || [[File:Ring.jpg|thumb|Ring|x300px]] || [[File:Progear Plane A.gif|frameless]] || Normal || Wide Shot|| Strong|| Weak  || [[File:Progear hitbox gambler.png|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Fighter Type-B MILITANT''' || [[File:Progear Bolt.jpg|thumb|Bolt|x300px]] || [[File:Progear Plane B.gif|frameless]] || Fast || Straight Shot|| Medium || Medium  || [[File:Progear hitbox militant.png|frameless]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
====Gunner selection====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gunner !! Co-pilot !! Gunner option !! Fire !! Speed in&amp;lt;br/&amp;gt;gunner mode !! Lock speed !! Power&lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Alpha''' || [[File:Progear Chain.jpg|thumb|Chain|x300px]] || [[File:Progear Gunner option type alpha.gif|frameless]] || Straight || Slow || Slow|| Strong&lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Beta''' || [[File:Progear Nail.jpg|thumb|Nail|x300px]] || [[File:Progear Gunner option type beta.gif|frameless]] || Wide || Fast || Fast|| Weak &lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Gamma ''' || [[File:Progear Rivet.jpg|thumb|Rivet|x300px]] || [[File:Progear Gunner option type gamma.gif|frameless]] || Homing || Medium || Medium || Strong&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gunner formation====&lt;br /&gt;
It is possible to change the formation of your gunner options by using some specific inputs during the gunner selection screen&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear system form normal alpha.jpg|frameless]] [[File:Progear system formation normal beta.jpg|frameless]] [[File:Progear system formation normal gamma.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
* '''Center up and down''': By pressing 2P start (or 1P start for 2P) while selecting the gunner,the gunner options will be up and down in the center. &lt;br /&gt;
&lt;br /&gt;
[[File:Progear Center up and down formation.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* '''Forward up and down''': By pressing both A and B buttons, while holding the 2P start (or 1P start for 2P) during the gunner selection, the gunner options will be up and down in front of the aircraft. 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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Forward up and down formation.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
====Change of clothes====&lt;br /&gt;
&lt;br /&gt;
By pressing 1P during the pilot or the gunner selection screen (or 2P as 2P), the clothes will be changed to 2P clothes (or 1P as 2P).&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Clothes change.jpg|thumb|center|1P Nail in 2P clothes]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear power up.jpg|center|frameless]] || '''Power Up'''&amp;lt;br/&amp;gt;Increases your attack power (max power after the 4th item)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear power max.jpg|center|frameless]] || '''Max Power Up'''&amp;lt;br/&amp;gt;Instantly grants max power (only appears after losing all lives)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear bomb.jpg|center|frameless]] || '''Bomb'''&amp;lt;br/&amp;gt;Increases your bomb stock by 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear diamond ring.jpg|center|frameless]] || '''Ring'''&amp;lt;br/&amp;gt;Produced when canceling bullet by killing enemies in fighter mode (shot)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear diamond stone.jpg|center|frameless]] || '''Stone/Jewel'''&amp;lt;br/&amp;gt;Produced when canceling bullet by killing enemies in gunner mode (option lock)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear 1UP mini.jpg|frameless|center]] || '''1-Up'''&amp;lt;br/&amp;gt;Rewards the player with one extra life&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
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) :&lt;br /&gt;
it reaches the right side of the screen&lt;br /&gt;
the jewel counter has run out&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage !! Jewels&lt;br /&gt;
|-&lt;br /&gt;
| 1st || 2000&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 4000&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 8000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 2nd loop || 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Extends and 1UP item===&lt;br /&gt;
&lt;br /&gt;
With the default settings, the player gets his first score extend at 3 million, then one every 4 million after. &lt;br /&gt;
&lt;br /&gt;
There is a hidden 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 a 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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear 1up GIF.gif|thumb|center|Hidden 1UP in stage 4]]&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
If the player hitbox collides with a bullet or an enemy hitbox, 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.&lt;br /&gt;
&lt;br /&gt;
But this does not always work. For example, on its final form, the 5th boss doesn't take any damage from the explosion.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
After clearing the 1st loop, if any of these requirements is met, the player will access the 2nd loop:&lt;br /&gt;
* number of bombs used is 2 or less.&lt;br /&gt;
* sum of bombs used and lives lost is 7 or less.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the 2nd loop, the jewel counter is doubled.&lt;br /&gt;
&lt;br /&gt;
Several changes occur during the 2nd loop compared to the 1st:&lt;br /&gt;
* The player cannot earn score extend anymore.&lt;br /&gt;
* The position and number of enemies is not exactly the same as in the 1rst loop&lt;br /&gt;
* When killed, the enemies will release revenge bullets aimed toward the player (but not completely straight at him)&lt;br /&gt;
* Every time the player dies, if the boss battle has not started, the player will start from the beginning of the current stage.&lt;br /&gt;
* Several bosses will have additional phases and attacks&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
===Jeweling===&lt;br /&gt;
Enemy bullets that are caught in enemies explosion disappear and become scoring items (rings or gems)&lt;br /&gt;
&lt;br /&gt;
If the player cancels bullets while being in Fighter mode (shot), the bullets will turn into ring 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).&lt;br /&gt;
&lt;br /&gt;
If the player cancels bullets while being in Gunner mode (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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The value of Rings and Jewels is shown in the following table: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value as&amp;lt;br/&amp;gt;Ring&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value as&amp;lt;br/&amp;gt;Jewel&lt;br /&gt;
|-&lt;br /&gt;
! Sprite !! Value !! Sprite !! Value&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Amethyst (small) || [[File:Progear amethyst ring small.jpg|frameless|center]] || 10 || [[File:Progear amethyst small.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Amethyst (medium) || [[File:Progear amethyst ring medium.jpg|frameless|center]] || 20 || [[File:Progear amethyst medium.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Amethyst (big) || [[File:Progear amethyst ring big.jpg|frameless|center]] || 30 || [[File:Progear amethyst big.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Ruby (small) || [[File:Progear ruby ring small.jpg|frameless|center]] || 40 || [[File:Progear ruby small.jpg|frameless|center]] || 20&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Ruby (medium) || [[File:Progear ruby ring medium.jpg|frameless|center]] || 50 || [[File:Progear ruby medium.jpg|frameless|center]] || 40&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Ruby (big) || [[File:Progear ruby ring big.jpg|frameless|center]] || 60 || [[File:Progear ruby big.jpg|frameless|center]] || 80&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Emerald (small) || [[File:Progear emerald ring small.jpg|frameless|center]] || 70 || [[File:Progear emerald small.jpg|frameless|center]] || 160&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Emerald (medium) || [[File:Progear emerald ring medium.jpg|frameless|center]] || 80 || [[File:Progear emerald medium.jpg|frameless|center]] || 320&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Emerald (big) || [[File:Progear emerald ring big.jpg|frameless|center]] || 90 || [[File:Progear emerald big.jpg|frameless|center]] || 640&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Diamond || [[File:Progear_diamond_ring.jpg|frameless|center]] || 100 || [[File:Progear_diamond_stone.jpg|frameless|center]] || 1280&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chain reactions===&lt;br /&gt;
When the player destroys an enemy in Gunner mode,bullets on the sprite of the explosion will be cancelled and turn into jewels. However, if some other bullets are close enough from these jewels, the cancel reaction might propagate. The propagation is easier the higher the value of the jewel is. There are several spots in the game where enemies keep shooting at the player and if the players leave them alive, it is possible to start a cancel reaction that will go on as long as the bullets are set up in a specific way allowing this to happen.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Gif chain reaction.gif|thumb|center|Chain reaction at the end of stage 1]]&lt;br /&gt;
&lt;br /&gt;
===Jewel counter===&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
===Bomb stacking===&lt;br /&gt;
&lt;br /&gt;
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. There is also an animation of children waving a flag next to the player bomb stock while this bonus is active.&lt;br /&gt;
&lt;br /&gt;
Stacking bombs increases the jewel counter by 10 000 (20 000 if the player is already in « x2 mode »).&lt;br /&gt;
&lt;br /&gt;
Usually, the lower limit of ring/jewel is small amethyst (level 1), but it rises as follows each time the stacking is repeated. Repeated stacking will allow the player to prepare diamond rings with a smaller number of bullets, making it easier to score and safer. This is especially useful during the second loop.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 1st time || Amethyst big (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 2nd time || Ruby small (Level 4)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 3rd time || Ruby big (Level 6)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 4th time || Emerald small (Level 7)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 5th time or more || Emerald big (Level 9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the player die or use a bomb, the lower limit of ring/jewel will return to small amethyst (level 1).&lt;br /&gt;
&lt;br /&gt;
===Shooting/Tick points===&lt;br /&gt;
When the player is in fighter mode, every time a bullet hits an enemy, the player will earn points according to the following formula :&lt;br /&gt;
Shooting point = (Jewel counter / 10000 (rounded down to the nearest whole number)) x 10 &lt;br /&gt;
&lt;br /&gt;
If the player is in « x2 mode », this number is multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
The notations such as &amp;quot;+10&amp;quot; and &amp;quot;+ 150 × 2&amp;quot; that sometimes appear on the jewel counter display indicate the shooting point.&lt;br /&gt;
That's why, for scoring optimisation, dealing damage to bosses at pointblank range using Shot is recommanded.&lt;br /&gt;
&lt;br /&gt;
===Stage clear bonus===&lt;br /&gt;
When the player clears a stage, he receives a score bonus equal to the jewel counter multiplied by 10. If the « x2 mode » is active (see Bomb stacking), this bonus is multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
===ALL clear bonus===&lt;br /&gt;
If the player clears both loops, he will receive a ALL clear bonus :&lt;br /&gt;
* 5 million points per remaining extend&lt;br /&gt;
* 1 million points per remaining bomb&lt;br /&gt;
* Jewel counter x 20&lt;br /&gt;
&lt;br /&gt;
2-5 also has a Stage clear bonus, so if the player clears, he will get both a STAGE clear bonus and an ALL clear bonus.&lt;br /&gt;
&lt;br /&gt;
==Affection system==&lt;br /&gt;
&lt;br /&gt;
The affection of the accompanying gunner to the pilot changes depending on the way the player plays . The affection level influences the gunner's facial expression and ending when clearing STAGE, and aircraft performance of a specific combination (Ring/Rivet and Bolt/Chain). &lt;br /&gt;
&lt;br /&gt;
The level of activity (ACTIVE), the level of safety (SAFE), and the level of Affection (LOVELY) are evaluated on a 73-point scale from 0 to 72, respectively.&lt;br /&gt;
&lt;br /&gt;
  Activity level (ACTIVE) = (activity level counter / 4096) x 72&lt;br /&gt;
  Safety level (SAVE) = ((safety level counter-near miss counter) / 100000) x 72&lt;br /&gt;
  Affection (LOVELY) = (activity level + safety level) / 2&lt;br /&gt;
&lt;br /&gt;
  Affection level =&lt;br /&gt;
    When ACTIVE is 72 and SAFETY is 72: LEVEL6&lt;br /&gt;
    When ACTIVE is 48 or higher and SAFETY is 48 or higher: LEVEL5&lt;br /&gt;
    When ACTIVE is 48 or higher and SAFETY is 24 or higher: LEVEL4 (Part 1)&lt;br /&gt;
    When ACTIVE is 24 or higher and SAFETY is 48 or higher: LEVEL4 (Part 2) &lt;br /&gt;
    When ACTIVE is 48 or more and SAFETY is less than 24: LEVEL3 (Part 1)&lt;br /&gt;
    When ACTIVE is less than 24 and SAFETY is 48 or more: LEVEL3 (Part 2) &lt;br /&gt;
    When ACTIVE is 24 or higher and SAFETY is 24 or higher: LEVEL3 (Part 3) &lt;br /&gt;
    When ACTIVE is 24 or more and SAFETY is less than 24: LEVEL2 (Part 1) &lt;br /&gt;
    When ACTIVE is less than 24 and SAFETY is 24 or more: LEVEL2 (Part 2) &lt;br /&gt;
    If ACTIVE is less than 24 and SAFETY is less than 24: LEVEL1&lt;br /&gt;
&lt;br /&gt;
===Activity counter===&lt;br /&gt;
&lt;br /&gt;
When the activity jewel counter, which will be described later, exceeds 128, a certain amount will be added each time jeweling is performed.&lt;br /&gt;
The value to be added varies from stage to stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 || Stage 2 || Stage 3 || Stage 4 || Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| 256 || 85 || 85 || 64 || 51&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is an upper limit to the number of additions for each stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|   ||Stage 1 || Stage 2 || Stage 3 || Stage 4 || Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| Maximum number of additions  || 6 times || 17 times || 17 times || 22 times || 28 times&lt;br /&gt;
|-&lt;br /&gt;
| Activity counter than can be acquired in this stage  || 1536 (256x6) || 1445 (85x17) || 1445 (85x17) || 1408 (64x22) || 1428 (51x28)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* After the addition, 128 jewel counters for activity will be subtracted.&lt;br /&gt;
* Even if the player makes a mistake or continue, it will not decrease.&lt;br /&gt;
* if the player scores a little, he reach the upper limit immediately, so it is difficult to see differences during different runs.&lt;br /&gt;
* When the activity counter is 4096 or more, the activity level will be 72 (MAX level) (achieved on stage 3 in the best case).&lt;br /&gt;
&lt;br /&gt;
===Jewel counter for activity (0 to 14524)===&lt;br /&gt;
&lt;br /&gt;
When a ring or jewel appears by jeweling, the following values ​​are added (subtracted) for each ring / jewel (regardless of whether it is collected or not). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  Jewel || Best couple || Other than the best couple&lt;br /&gt;
|-&lt;br /&gt;
| Ring || -1 || -1 &lt;br /&gt;
|-&lt;br /&gt;
| Amethyst jewel || -1 || -1 &lt;br /&gt;
|-&lt;br /&gt;
| Ruby jewel || +3 || +2&lt;br /&gt;
|-&lt;br /&gt;
| Emerald jewel || +4 || +3&lt;br /&gt;
|-&lt;br /&gt;
| Diamond jewel || +6 || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When the activity jewel counter exceeds 128, the activity counter increases by a certain amount and the activity jewel counter is subtracted by 128. &lt;br /&gt;
&lt;br /&gt;
===Safety counter (-10000 to 150000)===&lt;br /&gt;
&lt;br /&gt;
The safety counter is calculated from the following five factors. &lt;br /&gt;
&lt;br /&gt;
  Safety counter =&lt;br /&gt;
    ＋ Initial value (33000 or 5000)&lt;br /&gt;
    ＋ Positioning of the aircraft (-10 to +5 for each frame)&lt;br /&gt;
    ＋ Enemy left (-4 per frame when considered to be dangerous enemy left)&lt;br /&gt;
    ＋ Bomb (+6000 per bomb use)&lt;br /&gt;
    ＋ Miss (-10000 per death)&lt;br /&gt;
    - Near-Miss Counter &lt;br /&gt;
&lt;br /&gt;
'''initial value'''&lt;br /&gt;
The initial value of the safety counter is different depending on the compatibility of the Pilot/Gunner couple. Ring/Chain and Bolt/Nail which are the best couples start at 33000, and the other couples start at 5000. After using a continue, the safety counter is reset to its initial value.&lt;br /&gt;
&lt;br /&gt;
'''Positioning of the aircraft'''&lt;br /&gt;
The safety counter increases or decreases depending on where the aircraft is located in each area where the x-axis is divided into 23. The amount of increase / decrease per frame is set as follows. &lt;br /&gt;
&lt;br /&gt;
1, 2, 3, 4, 5, 5, 2, 2, 1, 1, 0, -1, -1, -2, -2, -4, -4, -6, -6, -8,- 8, -10, -10&lt;br /&gt;
&lt;br /&gt;
The fastest increase in safety is in the area where 5 is set, which is roughly between the green lines in the image below. &lt;br /&gt;
&lt;br /&gt;
[[File:Progear Safety area.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
During the bomb, the safety counter will stop increasing or decreasing due to the positioning of the aircraft. &lt;br /&gt;
&lt;br /&gt;
'''Enemy left'''&lt;br /&gt;
&lt;br /&gt;
When all of the following conditions are met, the safety counter will decrease by -4 per frame.&lt;br /&gt;
* Enemy approaching the player&lt;br /&gt;
* The player didn't shot i the last 75 frames&lt;br /&gt;
* There are 6 or more enemy sprites (medium / large enemies have multiple sprites, and some of the sprites used in background animation etc. are included in this count).&lt;br /&gt;
* 20 or more enemy bullets&lt;br /&gt;
&lt;br /&gt;
'''Near miss counter (0-50000)'''&lt;br /&gt;
&lt;br /&gt;
The number of enemy bullets judged to be close to the aircraft is counted every 2 frames and added.&lt;br /&gt;
+2 will be added for each bullet, but only +1 during boss battles.&lt;br /&gt;
Even after a death or continue, it will not decrease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The safety level becomes 72 (MAX level) when the safety level reaches 100,000.&lt;br /&gt;
&lt;br /&gt;
===Gunner's facial expression===&lt;br /&gt;
&lt;br /&gt;
The Gunner's facial expression changes depending on the level of affection when clearing STAGE.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  Affection Level || Chain || Nail || Rivet&lt;br /&gt;
|-&lt;br /&gt;
|   Level 1 || [[File:Affection Chain level 1.png|frameless|center]] || [[File:Affection Ring level 1.png|frameless|center]] || [[File:Affection Rivet level 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 2 (Part 1) || [[File:Affection Chain level 2 part 1.png|frameless|center]] || [[File:Affection Nail level 2 part 1.png|frameless|center]] || [[File:Affection Rivet level 2 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 2 (Part 2) || [[File:Affection Chain level 2 part 2.png|frameless|center]] || [[File:Affection Nail level 2 part 2.png|frameless|center]] || [[File:Affection Rivet level 2 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 1) || [[File:Affection Chain level 3 part 1.png|frameless|center]] || [[File:Affection Nail level 3 part 1.png|frameless|center]] || [[File:Affection Rivet level 3 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 2) || [[File:Affection Rivet level 3 part 2.png|frameless|center]] || [[File:Affection Nail level 3 part 2.png|frameless|center]] || [[File:Affection Chain level 3 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 3) || [[File:Affection Chain level 3 part 3.png|frameless|center]] || [[File:Affection Nail level 3 part 3.png|frameless|center]] || [[File:Affection Rivet level 3 part 3.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 4 (Part 1) || [[File:Affection Chain level 4 part 1.png|frameless|center]] || [[File:Affection Nail level 4 part 1.png|frameless|center]] || [[File:Affection Rivet level 4 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 4 (Part 2) || [[File:Affection Chain level 4 part 2.png|frameless|center]] || [[File:Affection Nail level 4 part 2.png|frameless|center]] || [[File:Affection Rivet level 4 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 5 || [[File:Affection Chain level 5 .png|frameless|center]] || [[File:Affection Nail level 5 .png|frameless|center]] || [[File:Affection Rivet level 5 .png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 6 || [[File:Affection Chain level 6.png|frameless|center]] || [[File:Affection Nail level 6.png|frameless|center]] || [[File:Affection Rivet level 6.png|frameless|center]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ending===&lt;br /&gt;
After a clear, if the Affection level is LEVEL 4 or less, it will be a normal ending. If it is LEVEL 5 or more, it will be a true ending.&lt;br /&gt;
If the player clears both loops without using a continue, he will always get a true ending.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
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 &amp;quot;The Professional Gear&amp;quot;, or just &amp;quot;Progear&amp;quot;. 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 &amp;quot;the Motorouin&amp;quot; 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 &amp;quot;The Punishment of the Sages&amp;quot;.&lt;br /&gt;
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 &amp;quot;Gun Flyer&amp;quot; and installed it in all of their planes. The Storm of Progear was about to begin!&lt;br /&gt;
&lt;br /&gt;
== Development Team ==&lt;br /&gt;
'''Cave'''&lt;br /&gt;
* Producer = Kenichi Takano&lt;br /&gt;
* Director = Junya Inoue&lt;br /&gt;
* Program = Tsuneki Ikeda,Satoshi Kouyama,Takashi Ishimura&lt;br /&gt;
* Designers = Akira Wakabayashi,Hiroyuki Tanaka,Fusayuki Watariguchi,Kengo Arai&lt;br /&gt;
* Sound producer = Junya Inoue&lt;br /&gt;
* Music = Yukinori Kikuchi&lt;br /&gt;
* Sound effecter = Ryuichi Yabuki&lt;br /&gt;
* Special assist = Tosiaki Tomizawa&lt;br /&gt;
* Character voice = Mitsuo Furusawa&amp;lt;,Junya Inoue,Aki Sibata,Midori Katou,Masayo Hirasaka&lt;br /&gt;
* Special thanks = Yasushi Imai&lt;br /&gt;
* Character &amp;amp; mechanic design = Junya Inoue&lt;br /&gt;
&lt;br /&gt;
'''Capcom'''&lt;br /&gt;
* Producer = Tatsuya Minami&lt;br /&gt;
* Support research &amp;amp; development : Tomoshi Sadamoto&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
The game has two official version : the Japanese version which was the original version of the game and the US version.&lt;br /&gt;
The US version removes all of the voice acting from characters. &lt;br /&gt;
In the Japanese, enemies have more health and shoot more bullets.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
[[Progear_no_Arashi/Video_Index|Video index for Progear no Arashi]]&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Scoring info and formatting work provided by [[User:Juju Kenobi|Juju Kenobi]] &lt;br /&gt;
# Scoring info https://w.atwiki.jp/progear/&lt;br /&gt;
# Item and characters sprites taken from http://http://www.world-of-arcades.net/Cave/Progear/Characters.htm&lt;/div&gt;</summary>
		<author><name>Juju Kenobi</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Progear_no_Arashi&amp;diff=8943</id>
		<title>Progear no Arashi</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Progear_no_Arashi&amp;diff=8943"/>
		<updated>2021-04-12T05:53:34Z</updated>

		<summary type="html">&lt;p&gt;Juju Kenobi: /* Jeweling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Progear logo.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #6dc2ca&lt;br /&gt;
| innerbordercolor = #eeeeac&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #fefafb&lt;br /&gt;
| image = Progear poster.jpg&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagescalepx = 180px&lt;br /&gt;
| developer = [[CAVE]]&lt;br /&gt;
| music = Yukinori Kikuchi&lt;br /&gt;
| program = Tsuneki Ikeda&amp;lt;br/&amp;gt;Satoshi Kouyama&amp;lt;br/&amp;gt;Takashi Ishimura&lt;br /&gt;
| art = Junya Inoue&lt;br /&gt;
| releasedate =  January 17, 2001&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''[[Progear no Arashi]]''(プロギアの嵐, &amp;quot;Storm of Progear&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Progear is a three-button shooter. Button C is disabled by default but can be enabled in the service menu.&lt;br /&gt;
&lt;br /&gt;
There are five stages in the game, with a second loop beginning at the end of stage five if one  of the requirements for the 2nd loop is met. Upon reaching the end of the second loop, the player will fight the True Last Boss. &lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''A (Press):''' '''Fighter mode''' Fires the standard shot weapon.&lt;br /&gt;
* '''A (Hold):''' '''Gunner mode''' Fires the ship's &amp;quot;focus&amp;quot; fire, using the gunner options, locking onto the closest enemies until they are destroyed or the A button is realesed&lt;br /&gt;
* '''B:''' Detonates a Bomb if there is at least one bomb in stock&lt;br /&gt;
* '''C''': Auto-fire for the player's standard spread shot.&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships  ===&lt;br /&gt;
====Fighter/Pilot selection====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Ship&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pilot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Aircraft&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Speed&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Power&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | position&amp;lt;br/&amp;gt;of hitbox&lt;br /&gt;
|-&lt;br /&gt;
! Pointblank !! Far &lt;br /&gt;
|-&lt;br /&gt;
| '''Fighter Type-A GAMBLER ''' || [[File:Ring.jpg|thumb|Ring|x300px]] || [[File:Progear Plane A.gif|frameless]] || Normal || Wide Shot|| Strong|| Weak  || [[File:Progear hitbox gambler.png|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Fighter Type-B MILITANT''' || [[File:Progear Bolt.jpg|thumb|Bolt|x300px]] || [[File:Progear Plane B.gif|frameless]] || Fast || Straight Shot|| Medium || Medium  || [[File:Progear hitbox militant.png|frameless]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
====Gunner selection====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gunner !! Co-pilot !! Gunner option !! Fire !! Speed in&amp;lt;br/&amp;gt;gunner mode !! Lock speed !! Power&lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Alpha''' || [[File:Progear Chain.jpg|thumb|Chain|x300px]] || [[File:Progear Gunner option type alpha.gif|frameless]] || Straight || Slow || Slow|| Strong&lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Beta''' || [[File:Progear Nail.jpg|thumb|Nail|x300px]] || [[File:Progear Gunner option type beta.gif|frameless]] || Wide || Fast || Fast|| Weak &lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Gamma ''' || [[File:Progear Rivet.jpg|thumb|Rivet|x300px]] || [[File:Progear Gunner option type gamma.gif|frameless]] || Homing || Medium || Medium || Strong&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gunner formation====&lt;br /&gt;
It is possible to change the formation of your gunner options by using some specific inputs during the gunner selection screen&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear system form normal alpha.jpg|frameless]] [[File:Progear system formation normal beta.jpg|frameless]] [[File:Progear system formation normal gamma.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
* '''Center up and down''': By pressing 2P start (or 1P start for 2P) while selecting the gunner,the gunner options will be up and down in the center. &lt;br /&gt;
&lt;br /&gt;
[[File:Progear Center up and down formation.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* '''Forward up and down''': By pressing both A and B buttons, while holding the 2P start (or 1P start for 2P) during the gunner selection, the gunner options will be up and down in front of the aircraft. 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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Forward up and down formation.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
====Change of clothes====&lt;br /&gt;
&lt;br /&gt;
By pressing 1P during the pilot or the gunner selection screen (or 2P as 2P), the clothes will be changed to 2P clothes (or 1P as 2P).&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Clothes change.jpg|thumb|center|1P Nail in 2P clothes]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear power up.jpg|center|frameless]] || '''Power Up'''&amp;lt;br/&amp;gt;Increases your attack power (max power after the 4th item)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear power max.jpg|center|frameless]] || '''Max Power Up'''&amp;lt;br/&amp;gt;Instantly grants max power (only appears after losing all lives)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear bomb.jpg|center|frameless]] || '''Bomb'''&amp;lt;br/&amp;gt;Increases your bomb stock by 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear diamond ring.jpg|center|frameless]] || '''Ring'''&amp;lt;br/&amp;gt;Produced when canceling bullet by killing enemies in fighter mode (shot)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear diamond stone.jpg|center|frameless]] || '''Stone/Jewel'''&amp;lt;br/&amp;gt;Produced when canceling bullet by killing enemies in gunner mode (option lock)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear 1UP mini.jpg|frameless|center]] || '''1-Up'''&amp;lt;br/&amp;gt;Rewards the player with one extra life&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
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) :&lt;br /&gt;
it reaches the right side of the screen&lt;br /&gt;
the jewel counter has run out&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage !! Jewels&lt;br /&gt;
|-&lt;br /&gt;
| 1st || 2000&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 4000&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 8000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 2nd loop || 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Extends and 1UP item===&lt;br /&gt;
&lt;br /&gt;
With the default settings, the player gets his first score extend at 3 million, then one every 4 million after. &lt;br /&gt;
&lt;br /&gt;
There is a hidden 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 a 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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear 1up GIF.gif|thumb|center|Hidden 1UP in stage 4]]&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
If the player hitbox collides with a bullet or an enemy hitbox, 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.&lt;br /&gt;
&lt;br /&gt;
But this does not always work. For example, on its final form, the 5th boss doesn't take any damage from the explosion.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
After clearing the 1st loop, if any of these requirements is met, the player will access the 2nd loop:&lt;br /&gt;
* number of bombs used is 2 or less.&lt;br /&gt;
* sum of bombs used and lives lost is 7 or less.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the 2nd loop, the jewel counter is doubled.&lt;br /&gt;
&lt;br /&gt;
Several changes occur during the 2nd loop compared to the 1st:&lt;br /&gt;
* The player cannot earn score extend anymore.&lt;br /&gt;
* The position and number of enemies is not exactly the same as in the 1rst loop&lt;br /&gt;
* When killed, the enemies will release revenge bullets aimed toward the player (but not completely straight at him)&lt;br /&gt;
* Every time the player dies, if the boss battle has not started, the player will start from the beginning of the current stage.&lt;br /&gt;
* Several bosses will have additional phases and attacks&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
===Jeweling===&lt;br /&gt;
Enemy bullets that are caught in enemies explosion disappear and become scoring items (rings or gems)&lt;br /&gt;
&lt;br /&gt;
If the player cancels bullets while being in Fighter mode (shot), the bullets will turn into ring 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).&lt;br /&gt;
&lt;br /&gt;
If the player cancels bullets while being in Gunner mode (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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The value of Rings and Jewels is shown in the following table: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value as&amp;lt;br/&amp;gt;Ring&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value as&amp;lt;br/&amp;gt;Jewel&lt;br /&gt;
|-&lt;br /&gt;
! Sprite !! Value !! Sprite !! Value&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Amethyst (small) || [[File:Progear amethyst ring small.jpg|frameless|center]] || 10 || [[File:Progear amethyst small.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Amethyst (medium) || [[File:Progear amethyst ring medium.jpg|frameless|center]] || 20 || [[File:Progear amethyst medium.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Amethyst (big) || [[File:Progear amethyst ring big.jpg|frameless|center]] || 30 || [[File:Progear amethyst big.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Ruby (small) || [[File:Progear ruby ring small.jpg|frameless|center]] || 40 || [[File:Progear ruby small.jpg|frameless|center]] || 20&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Ruby (medium) || [[File:Progear ruby ring medium.jpg|frameless|center]] || 50 || [[File:Progear ruby medium.jpg|frameless|center]] || 40&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Ruby (big) || [[File:Progear ruby ring big.jpg|frameless|center]] || 60 || [[File:Progear ruby big.jpg|frameless|center]] || 80&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Emerald (small) || [[File:Progear emerald ring small.jpg|frameless|center]] || 70 || [[File:Progear emerald small.jpg|frameless|center]] || 160&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Emerald (medium) || [[File:Progear emerald ring medium.jpg|frameless|center]] || 80 || [[File:Progear emerald medium.jpg|frameless|center]] || 320&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Emerald (big) || [[File:Progear emerald ring big.jpg|frameless|center]] || 90 || [[File:Progear emerald big.jpg|frameless|center]] || 640&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Diamond || [[File:Progear_diamond_ring.jpg|frameless|center]] || 100 || [[File:Progear_diamond_stone.jpg|frameless|center]] || 1280&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chain reactions===&lt;br /&gt;
When the player destroys an enemy in Gunner mode,bullets on the sprite of the explosion will be cancelled and turn into jewels. However, if some other bullets are close enough from these jewels, the cancel reaction might propagate. The propagation is easier the higher the value of the jewel is. There are several spots in the game where enemies keep shooting at the player and if the players leave them alive, it is possible to start a cancel reaction that will go on as long as the bullets are set up in a specific way allowing this to happen.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Gif chain reaction.gif|thumb|center|Chain reaction at the end of stage 1]]&lt;br /&gt;
&lt;br /&gt;
===Jewel counter===&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
===Bomb stacking===&lt;br /&gt;
&lt;br /&gt;
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. There is also an animation of children waving a flag next to the player bomb stock while this bonus is active.&lt;br /&gt;
&lt;br /&gt;
Stacking bombs increases the jewel counter by 10 000 (20 000 if the player is already in « x2 mode »).&lt;br /&gt;
&lt;br /&gt;
Usually, the lower limit of ring/jewel is small amethyst (level 1), but it rises as follows each time the stacking is repeated. Repeated stacking will allow the player to prepare diamond rings with a smaller number of bullets, making it easier to earn and safer. This is especially useful during the second loop.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 1st time || Amethyst big (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 2nd time || Ruby small (Level 4)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 3rd time || Ruby big (Level 6)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 4th time || Emerald small (Level 7)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 5th time or more || Emerald big (Level 9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the player die or use a bomb, the lower limit of ring/jewel will return to small amethyst (level 1).&lt;br /&gt;
&lt;br /&gt;
===Shooting/Tick points===&lt;br /&gt;
When the player is in fighter mode, every time a bullet hits an enemy, the player will earn points according to the following formula :&lt;br /&gt;
Shooting point = (Jewel counter / 10000 (rounded down to the nearest whole number)) x 10 &lt;br /&gt;
&lt;br /&gt;
If the player is in « x2 mode », this number is multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
The notations such as &amp;quot;+10&amp;quot; and &amp;quot;+ 150 × 2&amp;quot; that sometimes appear on the jewel counter display indicate the shooting point.&lt;br /&gt;
That's why, for scoring optimisation, dealing damage to bosses at pointblank range using Shot is recommanded.&lt;br /&gt;
&lt;br /&gt;
===Stage clear bonus===&lt;br /&gt;
When the player clears a stage, he receives a score bonus equal to the jewel counter multiplied by 10. If the « x2 mode » is active (see Bomb stacking), this bonus is multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
===ALL clear bonus===&lt;br /&gt;
If the player clears both loops, he will receive a ALL clear bonus :&lt;br /&gt;
* 5 million points per remaining extend&lt;br /&gt;
* 1 million points per remaining bomb&lt;br /&gt;
* Jewel counter x 20&lt;br /&gt;
&lt;br /&gt;
2-5 also has a Stage clear bonus, so if the player clears, he will get both a STAGE clear bonus and an ALL clear bonus.&lt;br /&gt;
&lt;br /&gt;
==Affection system==&lt;br /&gt;
&lt;br /&gt;
The affection of the accompanying gunner to the pilot changes depending on the way the player plays . The affection level influences the gunner's facial expression and ending when clearing STAGE, and aircraft performance of a specific combination (Ring/Rivet and Bolt/Chain). &lt;br /&gt;
&lt;br /&gt;
The level of activity (ACTIVE), the level of safety (SAFE), and the level of Affection (LOVELY) are evaluated on a 73-point scale from 0 to 72, respectively.&lt;br /&gt;
&lt;br /&gt;
  Activity level (ACTIVE) = (activity level counter / 4096) x 72&lt;br /&gt;
  Safety level (SAVE) = ((safety level counter-near miss counter) / 100000) x 72&lt;br /&gt;
  Affection (LOVELY) = (activity level + safety level) / 2&lt;br /&gt;
&lt;br /&gt;
  Affection level =&lt;br /&gt;
    When ACTIVE is 72 and SAFETY is 72: LEVEL6&lt;br /&gt;
    When ACTIVE is 48 or higher and SAFETY is 48 or higher: LEVEL5&lt;br /&gt;
    When ACTIVE is 48 or higher and SAFETY is 24 or higher: LEVEL4 (Part 1)&lt;br /&gt;
    When ACTIVE is 24 or higher and SAFETY is 48 or higher: LEVEL4 (Part 2) &lt;br /&gt;
    When ACTIVE is 48 or more and SAFETY is less than 24: LEVEL3 (Part 1)&lt;br /&gt;
    When ACTIVE is less than 24 and SAFETY is 48 or more: LEVEL3 (Part 2) &lt;br /&gt;
    When ACTIVE is 24 or higher and SAFETY is 24 or higher: LEVEL3 (Part 3) &lt;br /&gt;
    When ACTIVE is 24 or more and SAFETY is less than 24: LEVEL2 (Part 1) &lt;br /&gt;
    When ACTIVE is less than 24 and SAFETY is 24 or more: LEVEL2 (Part 2) &lt;br /&gt;
    If ACTIVE is less than 24 and SAFETY is less than 24: LEVEL1&lt;br /&gt;
&lt;br /&gt;
===Activity counter===&lt;br /&gt;
&lt;br /&gt;
When the activity jewel counter, which will be described later, exceeds 128, a certain amount will be added each time jeweling is performed.&lt;br /&gt;
The value to be added varies from stage to stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 || Stage 2 || Stage 3 || Stage 4 || Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| 256 || 85 || 85 || 64 || 51&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is an upper limit to the number of additions for each stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|   ||Stage 1 || Stage 2 || Stage 3 || Stage 4 || Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| Maximum number of additions  || 6 times || 17 times || 17 times || 22 times || 28 times&lt;br /&gt;
|-&lt;br /&gt;
| Activity counter than can be acquired in this stage  || 1536 (256x6) || 1445 (85x17) || 1445 (85x17) || 1408 (64x22) || 1428 (51x28)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* After the addition, 128 jewel counters for activity will be subtracted.&lt;br /&gt;
* Even if the player makes a mistake or continue, it will not decrease.&lt;br /&gt;
* if the player scores a little, he reach the upper limit immediately, so it is difficult to see differences during different runs.&lt;br /&gt;
* When the activity counter is 4096 or more, the activity level will be 72 (MAX level) (achieved on stage 3 in the best case).&lt;br /&gt;
&lt;br /&gt;
===Jewel counter for activity (0 to 14524)===&lt;br /&gt;
&lt;br /&gt;
When a ring or jewel appears by jeweling, the following values ​​are added (subtracted) for each ring / jewel (regardless of whether it is collected or not). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  Jewel || Best couple || Other than the best couple&lt;br /&gt;
|-&lt;br /&gt;
| Ring || -1 || -1 &lt;br /&gt;
|-&lt;br /&gt;
| Amethyst jewel || -1 || -1 &lt;br /&gt;
|-&lt;br /&gt;
| Ruby jewel || +3 || +2&lt;br /&gt;
|-&lt;br /&gt;
| Emerald jewel || +4 || +3&lt;br /&gt;
|-&lt;br /&gt;
| Diamond jewel || +6 || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When the activity jewel counter exceeds 128, the activity counter increases by a certain amount and the activity jewel counter is subtracted by 128. &lt;br /&gt;
&lt;br /&gt;
===Safety counter (-10000 to 150000)===&lt;br /&gt;
&lt;br /&gt;
The safety counter is calculated from the following five factors. &lt;br /&gt;
&lt;br /&gt;
  Safety counter =&lt;br /&gt;
    ＋ Initial value (33000 or 5000)&lt;br /&gt;
    ＋ Positioning of the aircraft (-10 to +5 for each frame)&lt;br /&gt;
    ＋ Enemy left (-4 per frame when considered to be dangerous enemy left)&lt;br /&gt;
    ＋ Bomb (+6000 per bomb use)&lt;br /&gt;
    ＋ Miss (-10000 per death)&lt;br /&gt;
    - Near-Miss Counter &lt;br /&gt;
&lt;br /&gt;
'''initial value'''&lt;br /&gt;
The initial value of the safety counter is different depending on the compatibility of the Pilot/Gunner couple. Ring/Chain and Bolt/Nail which are the best couples start at 33000, and the other couples start at 5000. After using a continue, the safety counter is reset to its initial value.&lt;br /&gt;
&lt;br /&gt;
'''Positioning of the aircraft'''&lt;br /&gt;
The safety counter increases or decreases depending on where the aircraft is located in each area where the x-axis is divided into 23. The amount of increase / decrease per frame is set as follows. &lt;br /&gt;
&lt;br /&gt;
1, 2, 3, 4, 5, 5, 2, 2, 1, 1, 0, -1, -1, -2, -2, -4, -4, -6, -6, -8,- 8, -10, -10&lt;br /&gt;
&lt;br /&gt;
The fastest increase in safety is in the area where 5 is set, which is roughly between the green lines in the image below. &lt;br /&gt;
&lt;br /&gt;
[[File:Progear Safety area.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
During the bomb, the safety counter will stop increasing or decreasing due to the positioning of the aircraft. &lt;br /&gt;
&lt;br /&gt;
'''Enemy left'''&lt;br /&gt;
&lt;br /&gt;
When all of the following conditions are met, the safety counter will decrease by -4 per frame.&lt;br /&gt;
* Enemy approaching the player&lt;br /&gt;
* The player didn't shot i the last 75 frames&lt;br /&gt;
* There are 6 or more enemy sprites (medium / large enemies have multiple sprites, and some of the sprites used in background animation etc. are included in this count).&lt;br /&gt;
* 20 or more enemy bullets&lt;br /&gt;
&lt;br /&gt;
'''Near miss counter (0-50000)'''&lt;br /&gt;
&lt;br /&gt;
The number of enemy bullets judged to be close to the aircraft is counted every 2 frames and added.&lt;br /&gt;
+2 will be added for each bullet, but only +1 during boss battles.&lt;br /&gt;
Even after a death or continue, it will not decrease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The safety level becomes 72 (MAX level) when the safety level reaches 100,000.&lt;br /&gt;
&lt;br /&gt;
===Gunner's facial expression===&lt;br /&gt;
&lt;br /&gt;
The Gunner's facial expression changes depending on the level of affection when clearing STAGE.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  Affection Level || Chain || Nail || Rivet&lt;br /&gt;
|-&lt;br /&gt;
|   Level 1 || [[File:Affection Chain level 1.png|frameless|center]] || [[File:Affection Ring level 1.png|frameless|center]] || [[File:Affection Rivet level 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 2 (Part 1) || [[File:Affection Chain level 2 part 1.png|frameless|center]] || [[File:Affection Nail level 2 part 1.png|frameless|center]] || [[File:Affection Rivet level 2 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 2 (Part 2) || [[File:Affection Chain level 2 part 2.png|frameless|center]] || [[File:Affection Nail level 2 part 2.png|frameless|center]] || [[File:Affection Rivet level 2 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 1) || [[File:Affection Chain level 3 part 1.png|frameless|center]] || [[File:Affection Nail level 3 part 1.png|frameless|center]] || [[File:Affection Rivet level 3 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 2) || [[File:Affection Rivet level 3 part 2.png|frameless|center]] || [[File:Affection Nail level 3 part 2.png|frameless|center]] || [[File:Affection Chain level 3 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 3) || [[File:Affection Chain level 3 part 3.png|frameless|center]] || [[File:Affection Nail level 3 part 3.png|frameless|center]] || [[File:Affection Rivet level 3 part 3.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 4 (Part 1) || [[File:Affection Chain level 4 part 1.png|frameless|center]] || [[File:Affection Nail level 4 part 1.png|frameless|center]] || [[File:Affection Rivet level 4 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 4 (Part 2) || [[File:Affection Chain level 4 part 2.png|frameless|center]] || [[File:Affection Nail level 4 part 2.png|frameless|center]] || [[File:Affection Rivet level 4 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 5 || [[File:Affection Chain level 5 .png|frameless|center]] || [[File:Affection Nail level 5 .png|frameless|center]] || [[File:Affection Rivet level 5 .png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 6 || [[File:Affection Chain level 6.png|frameless|center]] || [[File:Affection Nail level 6.png|frameless|center]] || [[File:Affection Rivet level 6.png|frameless|center]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ending===&lt;br /&gt;
After a clear, if the Affection level is LEVEL 4 or less, it will be a normal ending. If it is LEVEL 5 or more, it will be a true ending.&lt;br /&gt;
If the player clears both loops without using a continue, he will always get a true ending.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
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 &amp;quot;The Professional Gear&amp;quot;, or just &amp;quot;Progear&amp;quot;. 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 &amp;quot;the Motorouin&amp;quot; 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 &amp;quot;The Punishment of the Sages&amp;quot;.&lt;br /&gt;
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 &amp;quot;Gun Flyer&amp;quot; and installed it in all of their planes. The Storm of Progear was about to begin!&lt;br /&gt;
&lt;br /&gt;
== Development Team ==&lt;br /&gt;
'''Cave'''&lt;br /&gt;
* Producer = Kenichi Takano&lt;br /&gt;
* Director = Junya Inoue&lt;br /&gt;
* Program = Tsuneki Ikeda,Satoshi Kouyama,Takashi Ishimura&lt;br /&gt;
* Designers = Akira Wakabayashi,Hiroyuki Tanaka,Fusayuki Watariguchi,Kengo Arai&lt;br /&gt;
* Sound producer = Junya Inoue&lt;br /&gt;
* Music = Yukinori Kikuchi&lt;br /&gt;
* Sound effecter = Ryuichi Yabuki&lt;br /&gt;
* Special assist = Tosiaki Tomizawa&lt;br /&gt;
* Character voice = Mitsuo Furusawa&amp;lt;,Junya Inoue,Aki Sibata,Midori Katou,Masayo Hirasaka&lt;br /&gt;
* Special thanks = Yasushi Imai&lt;br /&gt;
* Character &amp;amp; mechanic design = Junya Inoue&lt;br /&gt;
&lt;br /&gt;
'''Capcom'''&lt;br /&gt;
* Producer = Tatsuya Minami&lt;br /&gt;
* Support research &amp;amp; development : Tomoshi Sadamoto&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
The game has two official version : the Japanese version which was the original version of the game and the US version.&lt;br /&gt;
The US version removes all of the voice acting from characters. &lt;br /&gt;
In the Japanese, enemies have more health and shoot more bullets.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
[[Progear_no_Arashi/Video_Index|Video index for Progear no Arashi]]&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Scoring info and formatting work provided by [[User:Juju Kenobi|Juju Kenobi]] &lt;br /&gt;
# Scoring info https://w.atwiki.jp/progear/&lt;br /&gt;
# Item and characters sprites taken from http://http://www.world-of-arcades.net/Cave/Progear/Characters.htm&lt;/div&gt;</summary>
		<author><name>Juju Kenobi</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Progear_no_Arashi&amp;diff=8942</id>
		<title>Progear no Arashi</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Progear_no_Arashi&amp;diff=8942"/>
		<updated>2021-04-12T05:50:34Z</updated>

		<summary type="html">&lt;p&gt;Juju Kenobi: /* Extends and 1UP item */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Progear logo.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #6dc2ca&lt;br /&gt;
| innerbordercolor = #eeeeac&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #fefafb&lt;br /&gt;
| image = Progear poster.jpg&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagescalepx = 180px&lt;br /&gt;
| developer = [[CAVE]]&lt;br /&gt;
| music = Yukinori Kikuchi&lt;br /&gt;
| program = Tsuneki Ikeda&amp;lt;br/&amp;gt;Satoshi Kouyama&amp;lt;br/&amp;gt;Takashi Ishimura&lt;br /&gt;
| art = Junya Inoue&lt;br /&gt;
| releasedate =  January 17, 2001&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''[[Progear no Arashi]]''(プロギアの嵐, &amp;quot;Storm of Progear&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Progear is a three-button shooter. Button C is disabled by default but can be enabled in the service menu.&lt;br /&gt;
&lt;br /&gt;
There are five stages in the game, with a second loop beginning at the end of stage five if one  of the requirements for the 2nd loop is met. Upon reaching the end of the second loop, the player will fight the True Last Boss. &lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''A (Press):''' '''Fighter mode''' Fires the standard shot weapon.&lt;br /&gt;
* '''A (Hold):''' '''Gunner mode''' Fires the ship's &amp;quot;focus&amp;quot; fire, using the gunner options, locking onto the closest enemies until they are destroyed or the A button is realesed&lt;br /&gt;
* '''B:''' Detonates a Bomb if there is at least one bomb in stock&lt;br /&gt;
* '''C''': Auto-fire for the player's standard spread shot.&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships  ===&lt;br /&gt;
====Fighter/Pilot selection====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Ship&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pilot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Aircraft&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Speed&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Power&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | position&amp;lt;br/&amp;gt;of hitbox&lt;br /&gt;
|-&lt;br /&gt;
! Pointblank !! Far &lt;br /&gt;
|-&lt;br /&gt;
| '''Fighter Type-A GAMBLER ''' || [[File:Ring.jpg|thumb|Ring|x300px]] || [[File:Progear Plane A.gif|frameless]] || Normal || Wide Shot|| Strong|| Weak  || [[File:Progear hitbox gambler.png|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Fighter Type-B MILITANT''' || [[File:Progear Bolt.jpg|thumb|Bolt|x300px]] || [[File:Progear Plane B.gif|frameless]] || Fast || Straight Shot|| Medium || Medium  || [[File:Progear hitbox militant.png|frameless]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
====Gunner selection====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gunner !! Co-pilot !! Gunner option !! Fire !! Speed in&amp;lt;br/&amp;gt;gunner mode !! Lock speed !! Power&lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Alpha''' || [[File:Progear Chain.jpg|thumb|Chain|x300px]] || [[File:Progear Gunner option type alpha.gif|frameless]] || Straight || Slow || Slow|| Strong&lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Beta''' || [[File:Progear Nail.jpg|thumb|Nail|x300px]] || [[File:Progear Gunner option type beta.gif|frameless]] || Wide || Fast || Fast|| Weak &lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Gamma ''' || [[File:Progear Rivet.jpg|thumb|Rivet|x300px]] || [[File:Progear Gunner option type gamma.gif|frameless]] || Homing || Medium || Medium || Strong&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gunner formation====&lt;br /&gt;
It is possible to change the formation of your gunner options by using some specific inputs during the gunner selection screen&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear system form normal alpha.jpg|frameless]] [[File:Progear system formation normal beta.jpg|frameless]] [[File:Progear system formation normal gamma.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
* '''Center up and down''': By pressing 2P start (or 1P start for 2P) while selecting the gunner,the gunner options will be up and down in the center. &lt;br /&gt;
&lt;br /&gt;
[[File:Progear Center up and down formation.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* '''Forward up and down''': By pressing both A and B buttons, while holding the 2P start (or 1P start for 2P) during the gunner selection, the gunner options will be up and down in front of the aircraft. 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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Forward up and down formation.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
====Change of clothes====&lt;br /&gt;
&lt;br /&gt;
By pressing 1P during the pilot or the gunner selection screen (or 2P as 2P), the clothes will be changed to 2P clothes (or 1P as 2P).&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Clothes change.jpg|thumb|center|1P Nail in 2P clothes]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear power up.jpg|center|frameless]] || '''Power Up'''&amp;lt;br/&amp;gt;Increases your attack power (max power after the 4th item)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear power max.jpg|center|frameless]] || '''Max Power Up'''&amp;lt;br/&amp;gt;Instantly grants max power (only appears after losing all lives)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear bomb.jpg|center|frameless]] || '''Bomb'''&amp;lt;br/&amp;gt;Increases your bomb stock by 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear diamond ring.jpg|center|frameless]] || '''Ring'''&amp;lt;br/&amp;gt;Produced when canceling bullet by killing enemies in fighter mode (shot)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear diamond stone.jpg|center|frameless]] || '''Stone/Jewel'''&amp;lt;br/&amp;gt;Produced when canceling bullet by killing enemies in gunner mode (option lock)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear 1UP mini.jpg|frameless|center]] || '''1-Up'''&amp;lt;br/&amp;gt;Rewards the player with one extra life&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
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) :&lt;br /&gt;
it reaches the right side of the screen&lt;br /&gt;
the jewel counter has run out&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage !! Jewels&lt;br /&gt;
|-&lt;br /&gt;
| 1st || 2000&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 4000&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 8000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 2nd loop || 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Extends and 1UP item===&lt;br /&gt;
&lt;br /&gt;
With the default settings, the player gets his first score extend at 3 million, then one every 4 million after. &lt;br /&gt;
&lt;br /&gt;
There is a hidden 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 a 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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear 1up GIF.gif|thumb|center|Hidden 1UP in stage 4]]&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
If the player hitbox collides with a bullet or an enemy hitbox, 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.&lt;br /&gt;
&lt;br /&gt;
But this does not always work. For example, on its final form, the 5th boss doesn't take any damage from the explosion.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
After clearing the 1st loop, if any of these requirements is met, the player will access the 2nd loop:&lt;br /&gt;
* number of bombs used is 2 or less.&lt;br /&gt;
* sum of bombs used and lives lost is 7 or less.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the 2nd loop, the jewel counter is doubled.&lt;br /&gt;
&lt;br /&gt;
Several changes occur during the 2nd loop compared to the 1st:&lt;br /&gt;
* The player cannot earn score extend anymore.&lt;br /&gt;
* The position and number of enemies is not exactly the same as in the 1rst loop&lt;br /&gt;
* When killed, the enemies will release revenge bullets aimed toward the player (but not completely straight at him)&lt;br /&gt;
* Every time the player dies, if the boss battle has not started, the player will start from the beginning of the current stage.&lt;br /&gt;
* Several bosses will have additional phases and attacks&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
===Jeweling===&lt;br /&gt;
Enemy bullets that are caught in enemies explosion disappear and become scoring items (rings or gems)&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
If the player cancels bullets while being in Gunner mode (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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The value of Rings and Jewels is shown in the following table: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value as&amp;lt;br/&amp;gt;Ring&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value as&amp;lt;br/&amp;gt;Jewel&lt;br /&gt;
|-&lt;br /&gt;
! Sprite !! Value !! Sprite !! Value&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Amethyst (small) || [[File:Progear amethyst ring small.jpg|frameless|center]] || 10 || [[File:Progear amethyst small.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Amethyst (medium) || [[File:Progear amethyst ring medium.jpg|frameless|center]] || 20 || [[File:Progear amethyst medium.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Amethyst (big) || [[File:Progear amethyst ring big.jpg|frameless|center]] || 30 || [[File:Progear amethyst big.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Ruby (small) || [[File:Progear ruby ring small.jpg|frameless|center]] || 40 || [[File:Progear ruby small.jpg|frameless|center]] || 20&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Ruby (medium) || [[File:Progear ruby ring medium.jpg|frameless|center]] || 50 || [[File:Progear ruby medium.jpg|frameless|center]] || 40&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Ruby (big) || [[File:Progear ruby ring big.jpg|frameless|center]] || 60 || [[File:Progear ruby big.jpg|frameless|center]] || 80&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Emerald (small) || [[File:Progear emerald ring small.jpg|frameless|center]] || 70 || [[File:Progear emerald small.jpg|frameless|center]] || 160&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Emerald (medium) || [[File:Progear emerald ring medium.jpg|frameless|center]] || 80 || [[File:Progear emerald medium.jpg|frameless|center]] || 320&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Emerald (big) || [[File:Progear emerald ring big.jpg|frameless|center]] || 90 || [[File:Progear emerald big.jpg|frameless|center]] || 640&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Diamond || [[File:Progear_diamond_ring.jpg|frameless|center]] || 100 || [[File:Progear_diamond_stone.jpg|frameless|center]] || 1280&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chain reactions===&lt;br /&gt;
When the player destroys an enemy in Gunner mode,bullets on the sprite of the explosion will be cancelled and turn into jewels. However, if some other bullets are close enough from these jewels, the cancel reaction might propagate. The propagation is easier the higher the value of the jewel is. There are several spots in the game where enemies keep shooting at the player and if the players leave them alive, it is possible to start a cancel reaction that will go on as long as the bullets are set up in a specific way allowing this to happen.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Gif chain reaction.gif|thumb|center|Chain reaction at the end of stage 1]]&lt;br /&gt;
&lt;br /&gt;
===Jewel counter===&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
===Bomb stacking===&lt;br /&gt;
&lt;br /&gt;
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. There is also an animation of children waving a flag next to the player bomb stock while this bonus is active.&lt;br /&gt;
&lt;br /&gt;
Stacking bombs increases the jewel counter by 10 000 (20 000 if the player is already in « x2 mode »).&lt;br /&gt;
&lt;br /&gt;
Usually, the lower limit of ring/jewel is small amethyst (level 1), but it rises as follows each time the stacking is repeated. Repeated stacking will allow the player to prepare diamond rings with a smaller number of bullets, making it easier to earn and safer. This is especially useful during the second loop.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 1st time || Amethyst big (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 2nd time || Ruby small (Level 4)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 3rd time || Ruby big (Level 6)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 4th time || Emerald small (Level 7)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 5th time or more || Emerald big (Level 9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the player die or use a bomb, the lower limit of ring/jewel will return to small amethyst (level 1).&lt;br /&gt;
&lt;br /&gt;
===Shooting/Tick points===&lt;br /&gt;
When the player is in fighter mode, every time a bullet hits an enemy, the player will earn points according to the following formula :&lt;br /&gt;
Shooting point = (Jewel counter / 10000 (rounded down to the nearest whole number)) x 10 &lt;br /&gt;
&lt;br /&gt;
If the player is in « x2 mode », this number is multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
The notations such as &amp;quot;+10&amp;quot; and &amp;quot;+ 150 × 2&amp;quot; that sometimes appear on the jewel counter display indicate the shooting point.&lt;br /&gt;
That's why, for scoring optimisation, dealing damage to bosses at pointblank range using Shot is recommanded.&lt;br /&gt;
&lt;br /&gt;
===Stage clear bonus===&lt;br /&gt;
When the player clears a stage, he receives a score bonus equal to the jewel counter multiplied by 10. If the « x2 mode » is active (see Bomb stacking), this bonus is multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
===ALL clear bonus===&lt;br /&gt;
If the player clears both loops, he will receive a ALL clear bonus :&lt;br /&gt;
* 5 million points per remaining extend&lt;br /&gt;
* 1 million points per remaining bomb&lt;br /&gt;
* Jewel counter x 20&lt;br /&gt;
&lt;br /&gt;
2-5 also has a Stage clear bonus, so if the player clears, he will get both a STAGE clear bonus and an ALL clear bonus.&lt;br /&gt;
&lt;br /&gt;
==Affection system==&lt;br /&gt;
&lt;br /&gt;
The affection of the accompanying gunner to the pilot changes depending on the way the player plays . The affection level influences the gunner's facial expression and ending when clearing STAGE, and aircraft performance of a specific combination (Ring/Rivet and Bolt/Chain). &lt;br /&gt;
&lt;br /&gt;
The level of activity (ACTIVE), the level of safety (SAFE), and the level of Affection (LOVELY) are evaluated on a 73-point scale from 0 to 72, respectively.&lt;br /&gt;
&lt;br /&gt;
  Activity level (ACTIVE) = (activity level counter / 4096) x 72&lt;br /&gt;
  Safety level (SAVE) = ((safety level counter-near miss counter) / 100000) x 72&lt;br /&gt;
  Affection (LOVELY) = (activity level + safety level) / 2&lt;br /&gt;
&lt;br /&gt;
  Affection level =&lt;br /&gt;
    When ACTIVE is 72 and SAFETY is 72: LEVEL6&lt;br /&gt;
    When ACTIVE is 48 or higher and SAFETY is 48 or higher: LEVEL5&lt;br /&gt;
    When ACTIVE is 48 or higher and SAFETY is 24 or higher: LEVEL4 (Part 1)&lt;br /&gt;
    When ACTIVE is 24 or higher and SAFETY is 48 or higher: LEVEL4 (Part 2) &lt;br /&gt;
    When ACTIVE is 48 or more and SAFETY is less than 24: LEVEL3 (Part 1)&lt;br /&gt;
    When ACTIVE is less than 24 and SAFETY is 48 or more: LEVEL3 (Part 2) &lt;br /&gt;
    When ACTIVE is 24 or higher and SAFETY is 24 or higher: LEVEL3 (Part 3) &lt;br /&gt;
    When ACTIVE is 24 or more and SAFETY is less than 24: LEVEL2 (Part 1) &lt;br /&gt;
    When ACTIVE is less than 24 and SAFETY is 24 or more: LEVEL2 (Part 2) &lt;br /&gt;
    If ACTIVE is less than 24 and SAFETY is less than 24: LEVEL1&lt;br /&gt;
&lt;br /&gt;
===Activity counter===&lt;br /&gt;
&lt;br /&gt;
When the activity jewel counter, which will be described later, exceeds 128, a certain amount will be added each time jeweling is performed.&lt;br /&gt;
The value to be added varies from stage to stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 || Stage 2 || Stage 3 || Stage 4 || Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| 256 || 85 || 85 || 64 || 51&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is an upper limit to the number of additions for each stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|   ||Stage 1 || Stage 2 || Stage 3 || Stage 4 || Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| Maximum number of additions  || 6 times || 17 times || 17 times || 22 times || 28 times&lt;br /&gt;
|-&lt;br /&gt;
| Activity counter than can be acquired in this stage  || 1536 (256x6) || 1445 (85x17) || 1445 (85x17) || 1408 (64x22) || 1428 (51x28)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* After the addition, 128 jewel counters for activity will be subtracted.&lt;br /&gt;
* Even if the player makes a mistake or continue, it will not decrease.&lt;br /&gt;
* if the player scores a little, he reach the upper limit immediately, so it is difficult to see differences during different runs.&lt;br /&gt;
* When the activity counter is 4096 or more, the activity level will be 72 (MAX level) (achieved on stage 3 in the best case).&lt;br /&gt;
&lt;br /&gt;
===Jewel counter for activity (0 to 14524)===&lt;br /&gt;
&lt;br /&gt;
When a ring or jewel appears by jeweling, the following values ​​are added (subtracted) for each ring / jewel (regardless of whether it is collected or not). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  Jewel || Best couple || Other than the best couple&lt;br /&gt;
|-&lt;br /&gt;
| Ring || -1 || -1 &lt;br /&gt;
|-&lt;br /&gt;
| Amethyst jewel || -1 || -1 &lt;br /&gt;
|-&lt;br /&gt;
| Ruby jewel || +3 || +2&lt;br /&gt;
|-&lt;br /&gt;
| Emerald jewel || +4 || +3&lt;br /&gt;
|-&lt;br /&gt;
| Diamond jewel || +6 || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When the activity jewel counter exceeds 128, the activity counter increases by a certain amount and the activity jewel counter is subtracted by 128. &lt;br /&gt;
&lt;br /&gt;
===Safety counter (-10000 to 150000)===&lt;br /&gt;
&lt;br /&gt;
The safety counter is calculated from the following five factors. &lt;br /&gt;
&lt;br /&gt;
  Safety counter =&lt;br /&gt;
    ＋ Initial value (33000 or 5000)&lt;br /&gt;
    ＋ Positioning of the aircraft (-10 to +5 for each frame)&lt;br /&gt;
    ＋ Enemy left (-4 per frame when considered to be dangerous enemy left)&lt;br /&gt;
    ＋ Bomb (+6000 per bomb use)&lt;br /&gt;
    ＋ Miss (-10000 per death)&lt;br /&gt;
    - Near-Miss Counter &lt;br /&gt;
&lt;br /&gt;
'''initial value'''&lt;br /&gt;
The initial value of the safety counter is different depending on the compatibility of the Pilot/Gunner couple. Ring/Chain and Bolt/Nail which are the best couples start at 33000, and the other couples start at 5000. After using a continue, the safety counter is reset to its initial value.&lt;br /&gt;
&lt;br /&gt;
'''Positioning of the aircraft'''&lt;br /&gt;
The safety counter increases or decreases depending on where the aircraft is located in each area where the x-axis is divided into 23. The amount of increase / decrease per frame is set as follows. &lt;br /&gt;
&lt;br /&gt;
1, 2, 3, 4, 5, 5, 2, 2, 1, 1, 0, -1, -1, -2, -2, -4, -4, -6, -6, -8,- 8, -10, -10&lt;br /&gt;
&lt;br /&gt;
The fastest increase in safety is in the area where 5 is set, which is roughly between the green lines in the image below. &lt;br /&gt;
&lt;br /&gt;
[[File:Progear Safety area.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
During the bomb, the safety counter will stop increasing or decreasing due to the positioning of the aircraft. &lt;br /&gt;
&lt;br /&gt;
'''Enemy left'''&lt;br /&gt;
&lt;br /&gt;
When all of the following conditions are met, the safety counter will decrease by -4 per frame.&lt;br /&gt;
* Enemy approaching the player&lt;br /&gt;
* The player didn't shot i the last 75 frames&lt;br /&gt;
* There are 6 or more enemy sprites (medium / large enemies have multiple sprites, and some of the sprites used in background animation etc. are included in this count).&lt;br /&gt;
* 20 or more enemy bullets&lt;br /&gt;
&lt;br /&gt;
'''Near miss counter (0-50000)'''&lt;br /&gt;
&lt;br /&gt;
The number of enemy bullets judged to be close to the aircraft is counted every 2 frames and added.&lt;br /&gt;
+2 will be added for each bullet, but only +1 during boss battles.&lt;br /&gt;
Even after a death or continue, it will not decrease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The safety level becomes 72 (MAX level) when the safety level reaches 100,000.&lt;br /&gt;
&lt;br /&gt;
===Gunner's facial expression===&lt;br /&gt;
&lt;br /&gt;
The Gunner's facial expression changes depending on the level of affection when clearing STAGE.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  Affection Level || Chain || Nail || Rivet&lt;br /&gt;
|-&lt;br /&gt;
|   Level 1 || [[File:Affection Chain level 1.png|frameless|center]] || [[File:Affection Ring level 1.png|frameless|center]] || [[File:Affection Rivet level 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 2 (Part 1) || [[File:Affection Chain level 2 part 1.png|frameless|center]] || [[File:Affection Nail level 2 part 1.png|frameless|center]] || [[File:Affection Rivet level 2 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 2 (Part 2) || [[File:Affection Chain level 2 part 2.png|frameless|center]] || [[File:Affection Nail level 2 part 2.png|frameless|center]] || [[File:Affection Rivet level 2 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 1) || [[File:Affection Chain level 3 part 1.png|frameless|center]] || [[File:Affection Nail level 3 part 1.png|frameless|center]] || [[File:Affection Rivet level 3 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 2) || [[File:Affection Rivet level 3 part 2.png|frameless|center]] || [[File:Affection Nail level 3 part 2.png|frameless|center]] || [[File:Affection Chain level 3 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 3) || [[File:Affection Chain level 3 part 3.png|frameless|center]] || [[File:Affection Nail level 3 part 3.png|frameless|center]] || [[File:Affection Rivet level 3 part 3.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 4 (Part 1) || [[File:Affection Chain level 4 part 1.png|frameless|center]] || [[File:Affection Nail level 4 part 1.png|frameless|center]] || [[File:Affection Rivet level 4 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 4 (Part 2) || [[File:Affection Chain level 4 part 2.png|frameless|center]] || [[File:Affection Nail level 4 part 2.png|frameless|center]] || [[File:Affection Rivet level 4 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 5 || [[File:Affection Chain level 5 .png|frameless|center]] || [[File:Affection Nail level 5 .png|frameless|center]] || [[File:Affection Rivet level 5 .png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 6 || [[File:Affection Chain level 6.png|frameless|center]] || [[File:Affection Nail level 6.png|frameless|center]] || [[File:Affection Rivet level 6.png|frameless|center]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ending===&lt;br /&gt;
After a clear, if the Affection level is LEVEL 4 or less, it will be a normal ending. If it is LEVEL 5 or more, it will be a true ending.&lt;br /&gt;
If the player clears both loops without using a continue, he will always get a true ending.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
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 &amp;quot;The Professional Gear&amp;quot;, or just &amp;quot;Progear&amp;quot;. 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 &amp;quot;the Motorouin&amp;quot; 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 &amp;quot;The Punishment of the Sages&amp;quot;.&lt;br /&gt;
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 &amp;quot;Gun Flyer&amp;quot; and installed it in all of their planes. The Storm of Progear was about to begin!&lt;br /&gt;
&lt;br /&gt;
== Development Team ==&lt;br /&gt;
'''Cave'''&lt;br /&gt;
* Producer = Kenichi Takano&lt;br /&gt;
* Director = Junya Inoue&lt;br /&gt;
* Program = Tsuneki Ikeda,Satoshi Kouyama,Takashi Ishimura&lt;br /&gt;
* Designers = Akira Wakabayashi,Hiroyuki Tanaka,Fusayuki Watariguchi,Kengo Arai&lt;br /&gt;
* Sound producer = Junya Inoue&lt;br /&gt;
* Music = Yukinori Kikuchi&lt;br /&gt;
* Sound effecter = Ryuichi Yabuki&lt;br /&gt;
* Special assist = Tosiaki Tomizawa&lt;br /&gt;
* Character voice = Mitsuo Furusawa&amp;lt;,Junya Inoue,Aki Sibata,Midori Katou,Masayo Hirasaka&lt;br /&gt;
* Special thanks = Yasushi Imai&lt;br /&gt;
* Character &amp;amp; mechanic design = Junya Inoue&lt;br /&gt;
&lt;br /&gt;
'''Capcom'''&lt;br /&gt;
* Producer = Tatsuya Minami&lt;br /&gt;
* Support research &amp;amp; development : Tomoshi Sadamoto&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
The game has two official version : the Japanese version which was the original version of the game and the US version.&lt;br /&gt;
The US version removes all of the voice acting from characters. &lt;br /&gt;
In the Japanese, enemies have more health and shoot more bullets.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
[[Progear_no_Arashi/Video_Index|Video index for Progear no Arashi]]&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Scoring info and formatting work provided by [[User:Juju Kenobi|Juju Kenobi]] &lt;br /&gt;
# Scoring info https://w.atwiki.jp/progear/&lt;br /&gt;
# Item and characters sprites taken from http://http://www.world-of-arcades.net/Cave/Progear/Characters.htm&lt;/div&gt;</summary>
		<author><name>Juju Kenobi</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Progear_no_Arashi&amp;diff=8941</id>
		<title>Progear no Arashi</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Progear_no_Arashi&amp;diff=8941"/>
		<updated>2021-04-12T05:49:45Z</updated>

		<summary type="html">&lt;p&gt;Juju Kenobi: /* Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Progear logo.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #6dc2ca&lt;br /&gt;
| innerbordercolor = #eeeeac&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #fefafb&lt;br /&gt;
| image = Progear poster.jpg&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagescalepx = 180px&lt;br /&gt;
| developer = [[CAVE]]&lt;br /&gt;
| music = Yukinori Kikuchi&lt;br /&gt;
| program = Tsuneki Ikeda&amp;lt;br/&amp;gt;Satoshi Kouyama&amp;lt;br/&amp;gt;Takashi Ishimura&lt;br /&gt;
| art = Junya Inoue&lt;br /&gt;
| releasedate =  January 17, 2001&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''[[Progear no Arashi]]''(プロギアの嵐, &amp;quot;Storm of Progear&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Progear is a three-button shooter. Button C is disabled by default but can be enabled in the service menu.&lt;br /&gt;
&lt;br /&gt;
There are five stages in the game, with a second loop beginning at the end of stage five if one  of the requirements for the 2nd loop is met. Upon reaching the end of the second loop, the player will fight the True Last Boss. &lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''A (Press):''' '''Fighter mode''' Fires the standard shot weapon.&lt;br /&gt;
* '''A (Hold):''' '''Gunner mode''' Fires the ship's &amp;quot;focus&amp;quot; fire, using the gunner options, locking onto the closest enemies until they are destroyed or the A button is realesed&lt;br /&gt;
* '''B:''' Detonates a Bomb if there is at least one bomb in stock&lt;br /&gt;
* '''C''': Auto-fire for the player's standard spread shot.&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships  ===&lt;br /&gt;
====Fighter/Pilot selection====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Ship&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pilot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Aircraft&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Speed&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Power&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | position&amp;lt;br/&amp;gt;of hitbox&lt;br /&gt;
|-&lt;br /&gt;
! Pointblank !! Far &lt;br /&gt;
|-&lt;br /&gt;
| '''Fighter Type-A GAMBLER ''' || [[File:Ring.jpg|thumb|Ring|x300px]] || [[File:Progear Plane A.gif|frameless]] || Normal || Wide Shot|| Strong|| Weak  || [[File:Progear hitbox gambler.png|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Fighter Type-B MILITANT''' || [[File:Progear Bolt.jpg|thumb|Bolt|x300px]] || [[File:Progear Plane B.gif|frameless]] || Fast || Straight Shot|| Medium || Medium  || [[File:Progear hitbox militant.png|frameless]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
====Gunner selection====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gunner !! Co-pilot !! Gunner option !! Fire !! Speed in&amp;lt;br/&amp;gt;gunner mode !! Lock speed !! Power&lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Alpha''' || [[File:Progear Chain.jpg|thumb|Chain|x300px]] || [[File:Progear Gunner option type alpha.gif|frameless]] || Straight || Slow || Slow|| Strong&lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Beta''' || [[File:Progear Nail.jpg|thumb|Nail|x300px]] || [[File:Progear Gunner option type beta.gif|frameless]] || Wide || Fast || Fast|| Weak &lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Gamma ''' || [[File:Progear Rivet.jpg|thumb|Rivet|x300px]] || [[File:Progear Gunner option type gamma.gif|frameless]] || Homing || Medium || Medium || Strong&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gunner formation====&lt;br /&gt;
It is possible to change the formation of your gunner options by using some specific inputs during the gunner selection screen&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear system form normal alpha.jpg|frameless]] [[File:Progear system formation normal beta.jpg|frameless]] [[File:Progear system formation normal gamma.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
* '''Center up and down''': By pressing 2P start (or 1P start for 2P) while selecting the gunner,the gunner options will be up and down in the center. &lt;br /&gt;
&lt;br /&gt;
[[File:Progear Center up and down formation.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* '''Forward up and down''': By pressing both A and B buttons, while holding the 2P start (or 1P start for 2P) during the gunner selection, the gunner options will be up and down in front of the aircraft. 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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Forward up and down formation.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
====Change of clothes====&lt;br /&gt;
&lt;br /&gt;
By pressing 1P during the pilot or the gunner selection screen (or 2P as 2P), the clothes will be changed to 2P clothes (or 1P as 2P).&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Clothes change.jpg|thumb|center|1P Nail in 2P clothes]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear power up.jpg|center|frameless]] || '''Power Up'''&amp;lt;br/&amp;gt;Increases your attack power (max power after the 4th item)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear power max.jpg|center|frameless]] || '''Max Power Up'''&amp;lt;br/&amp;gt;Instantly grants max power (only appears after losing all lives)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear bomb.jpg|center|frameless]] || '''Bomb'''&amp;lt;br/&amp;gt;Increases your bomb stock by 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear diamond ring.jpg|center|frameless]] || '''Ring'''&amp;lt;br/&amp;gt;Produced when canceling bullet by killing enemies in fighter mode (shot)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear diamond stone.jpg|center|frameless]] || '''Stone/Jewel'''&amp;lt;br/&amp;gt;Produced when canceling bullet by killing enemies in gunner mode (option lock)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear 1UP mini.jpg|frameless|center]] || '''1-Up'''&amp;lt;br/&amp;gt;Rewards the player with one extra life&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
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) :&lt;br /&gt;
it reaches the right side of the screen&lt;br /&gt;
the jewel counter has run out&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage !! Jewels&lt;br /&gt;
|-&lt;br /&gt;
| 1st || 2000&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 4000&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 8000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 2nd loop || 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Extends and 1UP item===&lt;br /&gt;
&lt;br /&gt;
With the default settings, the player gets his first score extend at 3 million, then one every 4 million after. &lt;br /&gt;
&lt;br /&gt;
There is a hidden 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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear 1up GIF.gif|thumb|center|Hidden 1UP in stage 4]]&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
If the player hitbox collides with a bullet or an enemy hitbox, 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.&lt;br /&gt;
&lt;br /&gt;
But this does not always work. For example, on its final form, the 5th boss doesn't take any damage from the explosion.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
After clearing the 1st loop, if any of these requirements is met, the player will access the 2nd loop:&lt;br /&gt;
* number of bombs used is 2 or less.&lt;br /&gt;
* sum of bombs used and lives lost is 7 or less.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the 2nd loop, the jewel counter is doubled.&lt;br /&gt;
&lt;br /&gt;
Several changes occur during the 2nd loop compared to the 1st:&lt;br /&gt;
* The player cannot earn score extend anymore.&lt;br /&gt;
* The position and number of enemies is not exactly the same as in the 1rst loop&lt;br /&gt;
* When killed, the enemies will release revenge bullets aimed toward the player (but not completely straight at him)&lt;br /&gt;
* Every time the player dies, if the boss battle has not started, the player will start from the beginning of the current stage.&lt;br /&gt;
* Several bosses will have additional phases and attacks&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
===Jeweling===&lt;br /&gt;
Enemy bullets that are caught in enemies explosion disappear and become scoring items (rings or gems)&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
If the player cancels bullets while being in Gunner mode (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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The value of Rings and Jewels is shown in the following table: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value as&amp;lt;br/&amp;gt;Ring&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value as&amp;lt;br/&amp;gt;Jewel&lt;br /&gt;
|-&lt;br /&gt;
! Sprite !! Value !! Sprite !! Value&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Amethyst (small) || [[File:Progear amethyst ring small.jpg|frameless|center]] || 10 || [[File:Progear amethyst small.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Amethyst (medium) || [[File:Progear amethyst ring medium.jpg|frameless|center]] || 20 || [[File:Progear amethyst medium.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Amethyst (big) || [[File:Progear amethyst ring big.jpg|frameless|center]] || 30 || [[File:Progear amethyst big.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Ruby (small) || [[File:Progear ruby ring small.jpg|frameless|center]] || 40 || [[File:Progear ruby small.jpg|frameless|center]] || 20&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Ruby (medium) || [[File:Progear ruby ring medium.jpg|frameless|center]] || 50 || [[File:Progear ruby medium.jpg|frameless|center]] || 40&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Ruby (big) || [[File:Progear ruby ring big.jpg|frameless|center]] || 60 || [[File:Progear ruby big.jpg|frameless|center]] || 80&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Emerald (small) || [[File:Progear emerald ring small.jpg|frameless|center]] || 70 || [[File:Progear emerald small.jpg|frameless|center]] || 160&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Emerald (medium) || [[File:Progear emerald ring medium.jpg|frameless|center]] || 80 || [[File:Progear emerald medium.jpg|frameless|center]] || 320&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Emerald (big) || [[File:Progear emerald ring big.jpg|frameless|center]] || 90 || [[File:Progear emerald big.jpg|frameless|center]] || 640&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Diamond || [[File:Progear_diamond_ring.jpg|frameless|center]] || 100 || [[File:Progear_diamond_stone.jpg|frameless|center]] || 1280&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chain reactions===&lt;br /&gt;
When the player destroys an enemy in Gunner mode,bullets on the sprite of the explosion will be cancelled and turn into jewels. However, if some other bullets are close enough from these jewels, the cancel reaction might propagate. The propagation is easier the higher the value of the jewel is. There are several spots in the game where enemies keep shooting at the player and if the players leave them alive, it is possible to start a cancel reaction that will go on as long as the bullets are set up in a specific way allowing this to happen.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Gif chain reaction.gif|thumb|center|Chain reaction at the end of stage 1]]&lt;br /&gt;
&lt;br /&gt;
===Jewel counter===&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
===Bomb stacking===&lt;br /&gt;
&lt;br /&gt;
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. There is also an animation of children waving a flag next to the player bomb stock while this bonus is active.&lt;br /&gt;
&lt;br /&gt;
Stacking bombs increases the jewel counter by 10 000 (20 000 if the player is already in « x2 mode »).&lt;br /&gt;
&lt;br /&gt;
Usually, the lower limit of ring/jewel is small amethyst (level 1), but it rises as follows each time the stacking is repeated. Repeated stacking will allow the player to prepare diamond rings with a smaller number of bullets, making it easier to earn and safer. This is especially useful during the second loop.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 1st time || Amethyst big (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 2nd time || Ruby small (Level 4)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 3rd time || Ruby big (Level 6)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 4th time || Emerald small (Level 7)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 5th time or more || Emerald big (Level 9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the player die or use a bomb, the lower limit of ring/jewel will return to small amethyst (level 1).&lt;br /&gt;
&lt;br /&gt;
===Shooting/Tick points===&lt;br /&gt;
When the player is in fighter mode, every time a bullet hits an enemy, the player will earn points according to the following formula :&lt;br /&gt;
Shooting point = (Jewel counter / 10000 (rounded down to the nearest whole number)) x 10 &lt;br /&gt;
&lt;br /&gt;
If the player is in « x2 mode », this number is multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
The notations such as &amp;quot;+10&amp;quot; and &amp;quot;+ 150 × 2&amp;quot; that sometimes appear on the jewel counter display indicate the shooting point.&lt;br /&gt;
That's why, for scoring optimisation, dealing damage to bosses at pointblank range using Shot is recommanded.&lt;br /&gt;
&lt;br /&gt;
===Stage clear bonus===&lt;br /&gt;
When the player clears a stage, he receives a score bonus equal to the jewel counter multiplied by 10. If the « x2 mode » is active (see Bomb stacking), this bonus is multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
===ALL clear bonus===&lt;br /&gt;
If the player clears both loops, he will receive a ALL clear bonus :&lt;br /&gt;
* 5 million points per remaining extend&lt;br /&gt;
* 1 million points per remaining bomb&lt;br /&gt;
* Jewel counter x 20&lt;br /&gt;
&lt;br /&gt;
2-5 also has a Stage clear bonus, so if the player clears, he will get both a STAGE clear bonus and an ALL clear bonus.&lt;br /&gt;
&lt;br /&gt;
==Affection system==&lt;br /&gt;
&lt;br /&gt;
The affection of the accompanying gunner to the pilot changes depending on the way the player plays . The affection level influences the gunner's facial expression and ending when clearing STAGE, and aircraft performance of a specific combination (Ring/Rivet and Bolt/Chain). &lt;br /&gt;
&lt;br /&gt;
The level of activity (ACTIVE), the level of safety (SAFE), and the level of Affection (LOVELY) are evaluated on a 73-point scale from 0 to 72, respectively.&lt;br /&gt;
&lt;br /&gt;
  Activity level (ACTIVE) = (activity level counter / 4096) x 72&lt;br /&gt;
  Safety level (SAVE) = ((safety level counter-near miss counter) / 100000) x 72&lt;br /&gt;
  Affection (LOVELY) = (activity level + safety level) / 2&lt;br /&gt;
&lt;br /&gt;
  Affection level =&lt;br /&gt;
    When ACTIVE is 72 and SAFETY is 72: LEVEL6&lt;br /&gt;
    When ACTIVE is 48 or higher and SAFETY is 48 or higher: LEVEL5&lt;br /&gt;
    When ACTIVE is 48 or higher and SAFETY is 24 or higher: LEVEL4 (Part 1)&lt;br /&gt;
    When ACTIVE is 24 or higher and SAFETY is 48 or higher: LEVEL4 (Part 2) &lt;br /&gt;
    When ACTIVE is 48 or more and SAFETY is less than 24: LEVEL3 (Part 1)&lt;br /&gt;
    When ACTIVE is less than 24 and SAFETY is 48 or more: LEVEL3 (Part 2) &lt;br /&gt;
    When ACTIVE is 24 or higher and SAFETY is 24 or higher: LEVEL3 (Part 3) &lt;br /&gt;
    When ACTIVE is 24 or more and SAFETY is less than 24: LEVEL2 (Part 1) &lt;br /&gt;
    When ACTIVE is less than 24 and SAFETY is 24 or more: LEVEL2 (Part 2) &lt;br /&gt;
    If ACTIVE is less than 24 and SAFETY is less than 24: LEVEL1&lt;br /&gt;
&lt;br /&gt;
===Activity counter===&lt;br /&gt;
&lt;br /&gt;
When the activity jewel counter, which will be described later, exceeds 128, a certain amount will be added each time jeweling is performed.&lt;br /&gt;
The value to be added varies from stage to stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 || Stage 2 || Stage 3 || Stage 4 || Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| 256 || 85 || 85 || 64 || 51&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is an upper limit to the number of additions for each stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|   ||Stage 1 || Stage 2 || Stage 3 || Stage 4 || Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| Maximum number of additions  || 6 times || 17 times || 17 times || 22 times || 28 times&lt;br /&gt;
|-&lt;br /&gt;
| Activity counter than can be acquired in this stage  || 1536 (256x6) || 1445 (85x17) || 1445 (85x17) || 1408 (64x22) || 1428 (51x28)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* After the addition, 128 jewel counters for activity will be subtracted.&lt;br /&gt;
* Even if the player makes a mistake or continue, it will not decrease.&lt;br /&gt;
* if the player scores a little, he reach the upper limit immediately, so it is difficult to see differences during different runs.&lt;br /&gt;
* When the activity counter is 4096 or more, the activity level will be 72 (MAX level) (achieved on stage 3 in the best case).&lt;br /&gt;
&lt;br /&gt;
===Jewel counter for activity (0 to 14524)===&lt;br /&gt;
&lt;br /&gt;
When a ring or jewel appears by jeweling, the following values ​​are added (subtracted) for each ring / jewel (regardless of whether it is collected or not). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  Jewel || Best couple || Other than the best couple&lt;br /&gt;
|-&lt;br /&gt;
| Ring || -1 || -1 &lt;br /&gt;
|-&lt;br /&gt;
| Amethyst jewel || -1 || -1 &lt;br /&gt;
|-&lt;br /&gt;
| Ruby jewel || +3 || +2&lt;br /&gt;
|-&lt;br /&gt;
| Emerald jewel || +4 || +3&lt;br /&gt;
|-&lt;br /&gt;
| Diamond jewel || +6 || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When the activity jewel counter exceeds 128, the activity counter increases by a certain amount and the activity jewel counter is subtracted by 128. &lt;br /&gt;
&lt;br /&gt;
===Safety counter (-10000 to 150000)===&lt;br /&gt;
&lt;br /&gt;
The safety counter is calculated from the following five factors. &lt;br /&gt;
&lt;br /&gt;
  Safety counter =&lt;br /&gt;
    ＋ Initial value (33000 or 5000)&lt;br /&gt;
    ＋ Positioning of the aircraft (-10 to +5 for each frame)&lt;br /&gt;
    ＋ Enemy left (-4 per frame when considered to be dangerous enemy left)&lt;br /&gt;
    ＋ Bomb (+6000 per bomb use)&lt;br /&gt;
    ＋ Miss (-10000 per death)&lt;br /&gt;
    - Near-Miss Counter &lt;br /&gt;
&lt;br /&gt;
'''initial value'''&lt;br /&gt;
The initial value of the safety counter is different depending on the compatibility of the Pilot/Gunner couple. Ring/Chain and Bolt/Nail which are the best couples start at 33000, and the other couples start at 5000. After using a continue, the safety counter is reset to its initial value.&lt;br /&gt;
&lt;br /&gt;
'''Positioning of the aircraft'''&lt;br /&gt;
The safety counter increases or decreases depending on where the aircraft is located in each area where the x-axis is divided into 23. The amount of increase / decrease per frame is set as follows. &lt;br /&gt;
&lt;br /&gt;
1, 2, 3, 4, 5, 5, 2, 2, 1, 1, 0, -1, -1, -2, -2, -4, -4, -6, -6, -8,- 8, -10, -10&lt;br /&gt;
&lt;br /&gt;
The fastest increase in safety is in the area where 5 is set, which is roughly between the green lines in the image below. &lt;br /&gt;
&lt;br /&gt;
[[File:Progear Safety area.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
During the bomb, the safety counter will stop increasing or decreasing due to the positioning of the aircraft. &lt;br /&gt;
&lt;br /&gt;
'''Enemy left'''&lt;br /&gt;
&lt;br /&gt;
When all of the following conditions are met, the safety counter will decrease by -4 per frame.&lt;br /&gt;
* Enemy approaching the player&lt;br /&gt;
* The player didn't shot i the last 75 frames&lt;br /&gt;
* There are 6 or more enemy sprites (medium / large enemies have multiple sprites, and some of the sprites used in background animation etc. are included in this count).&lt;br /&gt;
* 20 or more enemy bullets&lt;br /&gt;
&lt;br /&gt;
'''Near miss counter (0-50000)'''&lt;br /&gt;
&lt;br /&gt;
The number of enemy bullets judged to be close to the aircraft is counted every 2 frames and added.&lt;br /&gt;
+2 will be added for each bullet, but only +1 during boss battles.&lt;br /&gt;
Even after a death or continue, it will not decrease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The safety level becomes 72 (MAX level) when the safety level reaches 100,000.&lt;br /&gt;
&lt;br /&gt;
===Gunner's facial expression===&lt;br /&gt;
&lt;br /&gt;
The Gunner's facial expression changes depending on the level of affection when clearing STAGE.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  Affection Level || Chain || Nail || Rivet&lt;br /&gt;
|-&lt;br /&gt;
|   Level 1 || [[File:Affection Chain level 1.png|frameless|center]] || [[File:Affection Ring level 1.png|frameless|center]] || [[File:Affection Rivet level 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 2 (Part 1) || [[File:Affection Chain level 2 part 1.png|frameless|center]] || [[File:Affection Nail level 2 part 1.png|frameless|center]] || [[File:Affection Rivet level 2 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 2 (Part 2) || [[File:Affection Chain level 2 part 2.png|frameless|center]] || [[File:Affection Nail level 2 part 2.png|frameless|center]] || [[File:Affection Rivet level 2 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 1) || [[File:Affection Chain level 3 part 1.png|frameless|center]] || [[File:Affection Nail level 3 part 1.png|frameless|center]] || [[File:Affection Rivet level 3 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 2) || [[File:Affection Rivet level 3 part 2.png|frameless|center]] || [[File:Affection Nail level 3 part 2.png|frameless|center]] || [[File:Affection Chain level 3 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 3) || [[File:Affection Chain level 3 part 3.png|frameless|center]] || [[File:Affection Nail level 3 part 3.png|frameless|center]] || [[File:Affection Rivet level 3 part 3.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 4 (Part 1) || [[File:Affection Chain level 4 part 1.png|frameless|center]] || [[File:Affection Nail level 4 part 1.png|frameless|center]] || [[File:Affection Rivet level 4 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 4 (Part 2) || [[File:Affection Chain level 4 part 2.png|frameless|center]] || [[File:Affection Nail level 4 part 2.png|frameless|center]] || [[File:Affection Rivet level 4 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 5 || [[File:Affection Chain level 5 .png|frameless|center]] || [[File:Affection Nail level 5 .png|frameless|center]] || [[File:Affection Rivet level 5 .png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 6 || [[File:Affection Chain level 6.png|frameless|center]] || [[File:Affection Nail level 6.png|frameless|center]] || [[File:Affection Rivet level 6.png|frameless|center]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ending===&lt;br /&gt;
After a clear, if the Affection level is LEVEL 4 or less, it will be a normal ending. If it is LEVEL 5 or more, it will be a true ending.&lt;br /&gt;
If the player clears both loops without using a continue, he will always get a true ending.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
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 &amp;quot;The Professional Gear&amp;quot;, or just &amp;quot;Progear&amp;quot;. 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 &amp;quot;the Motorouin&amp;quot; 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 &amp;quot;The Punishment of the Sages&amp;quot;.&lt;br /&gt;
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 &amp;quot;Gun Flyer&amp;quot; and installed it in all of their planes. The Storm of Progear was about to begin!&lt;br /&gt;
&lt;br /&gt;
== Development Team ==&lt;br /&gt;
'''Cave'''&lt;br /&gt;
* Producer = Kenichi Takano&lt;br /&gt;
* Director = Junya Inoue&lt;br /&gt;
* Program = Tsuneki Ikeda,Satoshi Kouyama,Takashi Ishimura&lt;br /&gt;
* Designers = Akira Wakabayashi,Hiroyuki Tanaka,Fusayuki Watariguchi,Kengo Arai&lt;br /&gt;
* Sound producer = Junya Inoue&lt;br /&gt;
* Music = Yukinori Kikuchi&lt;br /&gt;
* Sound effecter = Ryuichi Yabuki&lt;br /&gt;
* Special assist = Tosiaki Tomizawa&lt;br /&gt;
* Character voice = Mitsuo Furusawa&amp;lt;,Junya Inoue,Aki Sibata,Midori Katou,Masayo Hirasaka&lt;br /&gt;
* Special thanks = Yasushi Imai&lt;br /&gt;
* Character &amp;amp; mechanic design = Junya Inoue&lt;br /&gt;
&lt;br /&gt;
'''Capcom'''&lt;br /&gt;
* Producer = Tatsuya Minami&lt;br /&gt;
* Support research &amp;amp; development : Tomoshi Sadamoto&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
The game has two official version : the Japanese version which was the original version of the game and the US version.&lt;br /&gt;
The US version removes all of the voice acting from characters. &lt;br /&gt;
In the Japanese, enemies have more health and shoot more bullets.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
[[Progear_no_Arashi/Video_Index|Video index for Progear no Arashi]]&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Scoring info and formatting work provided by [[User:Juju Kenobi|Juju Kenobi]] &lt;br /&gt;
# Scoring info https://w.atwiki.jp/progear/&lt;br /&gt;
# Item and characters sprites taken from http://http://www.world-of-arcades.net/Cave/Progear/Characters.htm&lt;/div&gt;</summary>
		<author><name>Juju Kenobi</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Progear_no_Arashi&amp;diff=8940</id>
		<title>Progear no Arashi</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Progear_no_Arashi&amp;diff=8940"/>
		<updated>2021-04-12T05:48:08Z</updated>

		<summary type="html">&lt;p&gt;Juju Kenobi: /* Change of clothes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Progear logo.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #6dc2ca&lt;br /&gt;
| innerbordercolor = #eeeeac&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #fefafb&lt;br /&gt;
| image = Progear poster.jpg&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagescalepx = 180px&lt;br /&gt;
| developer = [[CAVE]]&lt;br /&gt;
| music = Yukinori Kikuchi&lt;br /&gt;
| program = Tsuneki Ikeda&amp;lt;br/&amp;gt;Satoshi Kouyama&amp;lt;br/&amp;gt;Takashi Ishimura&lt;br /&gt;
| art = Junya Inoue&lt;br /&gt;
| releasedate =  January 17, 2001&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''[[Progear no Arashi]]''(プロギアの嵐, &amp;quot;Storm of Progear&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Progear is a three-button shooter. Button C is disabled by default but can be enabled in the service menu.&lt;br /&gt;
&lt;br /&gt;
There are five stages in the game, with a second loop beginning at the end of stage five if one  of the requirements for the 2nd loop is met. Upon reaching the end of the second loop, the player will fight the True Last Boss. &lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''A (Press):''' '''Fighter mode''' Fires the standard shot weapon.&lt;br /&gt;
* '''A (Hold):''' '''Gunner mode''' Fires the ship's &amp;quot;focus&amp;quot; fire, using the gunner options, locking onto the closest enemies until they are destroyed or the A button is realesed&lt;br /&gt;
* '''B:''' Detonates a Bomb if there is at least one bomb in stock&lt;br /&gt;
* '''C''': Auto-fire for the player's standard spread shot.&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships  ===&lt;br /&gt;
====Fighter/Pilot selection====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Ship&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pilot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Aircraft&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Speed&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Power&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | position&amp;lt;br/&amp;gt;of hitbox&lt;br /&gt;
|-&lt;br /&gt;
! Pointblank !! Far &lt;br /&gt;
|-&lt;br /&gt;
| '''Fighter Type-A GAMBLER ''' || [[File:Ring.jpg|thumb|Ring|x300px]] || [[File:Progear Plane A.gif|frameless]] || Normal || Wide Shot|| Strong|| Weak  || [[File:Progear hitbox gambler.png|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Fighter Type-B MILITANT''' || [[File:Progear Bolt.jpg|thumb|Bolt|x300px]] || [[File:Progear Plane B.gif|frameless]] || Fast || Straight Shot|| Medium || Medium  || [[File:Progear hitbox militant.png|frameless]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
====Gunner selection====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gunner !! Co-pilot !! Gunner option !! Fire !! Speed in&amp;lt;br/&amp;gt;gunner mode !! Lock speed !! Power&lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Alpha''' || [[File:Progear Chain.jpg|thumb|Chain|x300px]] || [[File:Progear Gunner option type alpha.gif|frameless]] || Straight || Slow || Slow|| Strong&lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Beta''' || [[File:Progear Nail.jpg|thumb|Nail|x300px]] || [[File:Progear Gunner option type beta.gif|frameless]] || Wide || Fast || Fast|| Weak &lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Gamma ''' || [[File:Progear Rivet.jpg|thumb|Rivet|x300px]] || [[File:Progear Gunner option type gamma.gif|frameless]] || Homing || Medium || Medium || Strong&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gunner formation====&lt;br /&gt;
It is possible to change the formation of your gunner options by using some specific inputs during the gunner selection screen&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear system form normal alpha.jpg|frameless]] [[File:Progear system formation normal beta.jpg|frameless]] [[File:Progear system formation normal gamma.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
* '''Center up and down''': By pressing 2P start (or 1P start for 2P) while selecting the gunner,the gunner options will be up and down in the center. &lt;br /&gt;
&lt;br /&gt;
[[File:Progear Center up and down formation.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* '''Forward up and down''': By pressing both A and B buttons, while holding the 2P start (or 1P start for 2P) during the gunner selection, the gunner options will be up and down in front of the aircraft. 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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Forward up and down formation.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
====Change of clothes====&lt;br /&gt;
&lt;br /&gt;
By pressing 1P during the pilot or the gunner selection screen (or 2P as 2P), the clothes will be changed to 2P clothes (or 1P as 2P).&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Clothes change.jpg|thumb|center|1P Nail in 2P clothes]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear power up.jpg|center|frameless]] || '''Power Up'''&amp;lt;br/&amp;gt;Increases your attack power (max power after the 4th item)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear power max.jpg|center|frameless]] || '''Max Power Up'''&amp;lt;br/&amp;gt;Instantly grants max power (only appears after losing all lives)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear bomb.jpg|center|frameless]] || '''Bomb'''&amp;lt;br/&amp;gt;Increases your bomb stock by 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear diamond ring.jpg|center|frameless]] || '''Ring'''&amp;lt;br/&amp;gt;Produced when canceling bullet by killing enemies fighter mode (shot)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear diamond stone.jpg|center|frameless]] || '''Stone/Jewel'''&amp;lt;br/&amp;gt;Produced when canceling bullet by killing enemies gunner mode (option lock)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear 1UP mini.jpg|frameless|center]] || '''1-Up'''&amp;lt;br/&amp;gt;Rewards the player with one extra life&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
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) :&lt;br /&gt;
it reaches the right side of the screen&lt;br /&gt;
the jewel counter has run out&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage !! Jewels&lt;br /&gt;
|-&lt;br /&gt;
| 1st || 2000&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 4000&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 8000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 2nd loop || 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Extends and 1UP item===&lt;br /&gt;
&lt;br /&gt;
With the default settings, the player gets his first score extend at 3 million, then one every 4 million after. &lt;br /&gt;
&lt;br /&gt;
There is a hidden 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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear 1up GIF.gif|thumb|center|Hidden 1UP in stage 4]]&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
If the player hitbox collides with a bullet or an enemy hitbox, 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.&lt;br /&gt;
&lt;br /&gt;
But this does not always work. For example, on its final form, the 5th boss doesn't take any damage from the explosion.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
After clearing the 1st loop, if any of these requirements is met, the player will access the 2nd loop:&lt;br /&gt;
* number of bombs used is 2 or less.&lt;br /&gt;
* sum of bombs used and lives lost is 7 or less.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the 2nd loop, the jewel counter is doubled.&lt;br /&gt;
&lt;br /&gt;
Several changes occur during the 2nd loop compared to the 1st:&lt;br /&gt;
* The player cannot earn score extend anymore.&lt;br /&gt;
* The position and number of enemies is not exactly the same as in the 1rst loop&lt;br /&gt;
* When killed, the enemies will release revenge bullets aimed toward the player (but not completely straight at him)&lt;br /&gt;
* Every time the player dies, if the boss battle has not started, the player will start from the beginning of the current stage.&lt;br /&gt;
* Several bosses will have additional phases and attacks&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
===Jeweling===&lt;br /&gt;
Enemy bullets that are caught in enemies explosion disappear and become scoring items (rings or gems)&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
If the player cancels bullets while being in Gunner mode (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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The value of Rings and Jewels is shown in the following table: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value as&amp;lt;br/&amp;gt;Ring&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value as&amp;lt;br/&amp;gt;Jewel&lt;br /&gt;
|-&lt;br /&gt;
! Sprite !! Value !! Sprite !! Value&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Amethyst (small) || [[File:Progear amethyst ring small.jpg|frameless|center]] || 10 || [[File:Progear amethyst small.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Amethyst (medium) || [[File:Progear amethyst ring medium.jpg|frameless|center]] || 20 || [[File:Progear amethyst medium.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Amethyst (big) || [[File:Progear amethyst ring big.jpg|frameless|center]] || 30 || [[File:Progear amethyst big.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Ruby (small) || [[File:Progear ruby ring small.jpg|frameless|center]] || 40 || [[File:Progear ruby small.jpg|frameless|center]] || 20&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Ruby (medium) || [[File:Progear ruby ring medium.jpg|frameless|center]] || 50 || [[File:Progear ruby medium.jpg|frameless|center]] || 40&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Ruby (big) || [[File:Progear ruby ring big.jpg|frameless|center]] || 60 || [[File:Progear ruby big.jpg|frameless|center]] || 80&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Emerald (small) || [[File:Progear emerald ring small.jpg|frameless|center]] || 70 || [[File:Progear emerald small.jpg|frameless|center]] || 160&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Emerald (medium) || [[File:Progear emerald ring medium.jpg|frameless|center]] || 80 || [[File:Progear emerald medium.jpg|frameless|center]] || 320&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Emerald (big) || [[File:Progear emerald ring big.jpg|frameless|center]] || 90 || [[File:Progear emerald big.jpg|frameless|center]] || 640&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Diamond || [[File:Progear_diamond_ring.jpg|frameless|center]] || 100 || [[File:Progear_diamond_stone.jpg|frameless|center]] || 1280&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chain reactions===&lt;br /&gt;
When the player destroys an enemy in Gunner mode,bullets on the sprite of the explosion will be cancelled and turn into jewels. However, if some other bullets are close enough from these jewels, the cancel reaction might propagate. The propagation is easier the higher the value of the jewel is. There are several spots in the game where enemies keep shooting at the player and if the players leave them alive, it is possible to start a cancel reaction that will go on as long as the bullets are set up in a specific way allowing this to happen.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Gif chain reaction.gif|thumb|center|Chain reaction at the end of stage 1]]&lt;br /&gt;
&lt;br /&gt;
===Jewel counter===&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
===Bomb stacking===&lt;br /&gt;
&lt;br /&gt;
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. There is also an animation of children waving a flag next to the player bomb stock while this bonus is active.&lt;br /&gt;
&lt;br /&gt;
Stacking bombs increases the jewel counter by 10 000 (20 000 if the player is already in « x2 mode »).&lt;br /&gt;
&lt;br /&gt;
Usually, the lower limit of ring/jewel is small amethyst (level 1), but it rises as follows each time the stacking is repeated. Repeated stacking will allow the player to prepare diamond rings with a smaller number of bullets, making it easier to earn and safer. This is especially useful during the second loop.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 1st time || Amethyst big (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 2nd time || Ruby small (Level 4)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 3rd time || Ruby big (Level 6)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 4th time || Emerald small (Level 7)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 5th time or more || Emerald big (Level 9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the player die or use a bomb, the lower limit of ring/jewel will return to small amethyst (level 1).&lt;br /&gt;
&lt;br /&gt;
===Shooting/Tick points===&lt;br /&gt;
When the player is in fighter mode, every time a bullet hits an enemy, the player will earn points according to the following formula :&lt;br /&gt;
Shooting point = (Jewel counter / 10000 (rounded down to the nearest whole number)) x 10 &lt;br /&gt;
&lt;br /&gt;
If the player is in « x2 mode », this number is multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
The notations such as &amp;quot;+10&amp;quot; and &amp;quot;+ 150 × 2&amp;quot; that sometimes appear on the jewel counter display indicate the shooting point.&lt;br /&gt;
That's why, for scoring optimisation, dealing damage to bosses at pointblank range using Shot is recommanded.&lt;br /&gt;
&lt;br /&gt;
===Stage clear bonus===&lt;br /&gt;
When the player clears a stage, he receives a score bonus equal to the jewel counter multiplied by 10. If the « x2 mode » is active (see Bomb stacking), this bonus is multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
===ALL clear bonus===&lt;br /&gt;
If the player clears both loops, he will receive a ALL clear bonus :&lt;br /&gt;
* 5 million points per remaining extend&lt;br /&gt;
* 1 million points per remaining bomb&lt;br /&gt;
* Jewel counter x 20&lt;br /&gt;
&lt;br /&gt;
2-5 also has a Stage clear bonus, so if the player clears, he will get both a STAGE clear bonus and an ALL clear bonus.&lt;br /&gt;
&lt;br /&gt;
==Affection system==&lt;br /&gt;
&lt;br /&gt;
The affection of the accompanying gunner to the pilot changes depending on the way the player plays . The affection level influences the gunner's facial expression and ending when clearing STAGE, and aircraft performance of a specific combination (Ring/Rivet and Bolt/Chain). &lt;br /&gt;
&lt;br /&gt;
The level of activity (ACTIVE), the level of safety (SAFE), and the level of Affection (LOVELY) are evaluated on a 73-point scale from 0 to 72, respectively.&lt;br /&gt;
&lt;br /&gt;
  Activity level (ACTIVE) = (activity level counter / 4096) x 72&lt;br /&gt;
  Safety level (SAVE) = ((safety level counter-near miss counter) / 100000) x 72&lt;br /&gt;
  Affection (LOVELY) = (activity level + safety level) / 2&lt;br /&gt;
&lt;br /&gt;
  Affection level =&lt;br /&gt;
    When ACTIVE is 72 and SAFETY is 72: LEVEL6&lt;br /&gt;
    When ACTIVE is 48 or higher and SAFETY is 48 or higher: LEVEL5&lt;br /&gt;
    When ACTIVE is 48 or higher and SAFETY is 24 or higher: LEVEL4 (Part 1)&lt;br /&gt;
    When ACTIVE is 24 or higher and SAFETY is 48 or higher: LEVEL4 (Part 2) &lt;br /&gt;
    When ACTIVE is 48 or more and SAFETY is less than 24: LEVEL3 (Part 1)&lt;br /&gt;
    When ACTIVE is less than 24 and SAFETY is 48 or more: LEVEL3 (Part 2) &lt;br /&gt;
    When ACTIVE is 24 or higher and SAFETY is 24 or higher: LEVEL3 (Part 3) &lt;br /&gt;
    When ACTIVE is 24 or more and SAFETY is less than 24: LEVEL2 (Part 1) &lt;br /&gt;
    When ACTIVE is less than 24 and SAFETY is 24 or more: LEVEL2 (Part 2) &lt;br /&gt;
    If ACTIVE is less than 24 and SAFETY is less than 24: LEVEL1&lt;br /&gt;
&lt;br /&gt;
===Activity counter===&lt;br /&gt;
&lt;br /&gt;
When the activity jewel counter, which will be described later, exceeds 128, a certain amount will be added each time jeweling is performed.&lt;br /&gt;
The value to be added varies from stage to stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 || Stage 2 || Stage 3 || Stage 4 || Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| 256 || 85 || 85 || 64 || 51&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is an upper limit to the number of additions for each stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|   ||Stage 1 || Stage 2 || Stage 3 || Stage 4 || Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| Maximum number of additions  || 6 times || 17 times || 17 times || 22 times || 28 times&lt;br /&gt;
|-&lt;br /&gt;
| Activity counter than can be acquired in this stage  || 1536 (256x6) || 1445 (85x17) || 1445 (85x17) || 1408 (64x22) || 1428 (51x28)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* After the addition, 128 jewel counters for activity will be subtracted.&lt;br /&gt;
* Even if the player makes a mistake or continue, it will not decrease.&lt;br /&gt;
* if the player scores a little, he reach the upper limit immediately, so it is difficult to see differences during different runs.&lt;br /&gt;
* When the activity counter is 4096 or more, the activity level will be 72 (MAX level) (achieved on stage 3 in the best case).&lt;br /&gt;
&lt;br /&gt;
===Jewel counter for activity (0 to 14524)===&lt;br /&gt;
&lt;br /&gt;
When a ring or jewel appears by jeweling, the following values ​​are added (subtracted) for each ring / jewel (regardless of whether it is collected or not). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  Jewel || Best couple || Other than the best couple&lt;br /&gt;
|-&lt;br /&gt;
| Ring || -1 || -1 &lt;br /&gt;
|-&lt;br /&gt;
| Amethyst jewel || -1 || -1 &lt;br /&gt;
|-&lt;br /&gt;
| Ruby jewel || +3 || +2&lt;br /&gt;
|-&lt;br /&gt;
| Emerald jewel || +4 || +3&lt;br /&gt;
|-&lt;br /&gt;
| Diamond jewel || +6 || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When the activity jewel counter exceeds 128, the activity counter increases by a certain amount and the activity jewel counter is subtracted by 128. &lt;br /&gt;
&lt;br /&gt;
===Safety counter (-10000 to 150000)===&lt;br /&gt;
&lt;br /&gt;
The safety counter is calculated from the following five factors. &lt;br /&gt;
&lt;br /&gt;
  Safety counter =&lt;br /&gt;
    ＋ Initial value (33000 or 5000)&lt;br /&gt;
    ＋ Positioning of the aircraft (-10 to +5 for each frame)&lt;br /&gt;
    ＋ Enemy left (-4 per frame when considered to be dangerous enemy left)&lt;br /&gt;
    ＋ Bomb (+6000 per bomb use)&lt;br /&gt;
    ＋ Miss (-10000 per death)&lt;br /&gt;
    - Near-Miss Counter &lt;br /&gt;
&lt;br /&gt;
'''initial value'''&lt;br /&gt;
The initial value of the safety counter is different depending on the compatibility of the Pilot/Gunner couple. Ring/Chain and Bolt/Nail which are the best couples start at 33000, and the other couples start at 5000. After using a continue, the safety counter is reset to its initial value.&lt;br /&gt;
&lt;br /&gt;
'''Positioning of the aircraft'''&lt;br /&gt;
The safety counter increases or decreases depending on where the aircraft is located in each area where the x-axis is divided into 23. The amount of increase / decrease per frame is set as follows. &lt;br /&gt;
&lt;br /&gt;
1, 2, 3, 4, 5, 5, 2, 2, 1, 1, 0, -1, -1, -2, -2, -4, -4, -6, -6, -8,- 8, -10, -10&lt;br /&gt;
&lt;br /&gt;
The fastest increase in safety is in the area where 5 is set, which is roughly between the green lines in the image below. &lt;br /&gt;
&lt;br /&gt;
[[File:Progear Safety area.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
During the bomb, the safety counter will stop increasing or decreasing due to the positioning of the aircraft. &lt;br /&gt;
&lt;br /&gt;
'''Enemy left'''&lt;br /&gt;
&lt;br /&gt;
When all of the following conditions are met, the safety counter will decrease by -4 per frame.&lt;br /&gt;
* Enemy approaching the player&lt;br /&gt;
* The player didn't shot i the last 75 frames&lt;br /&gt;
* There are 6 or more enemy sprites (medium / large enemies have multiple sprites, and some of the sprites used in background animation etc. are included in this count).&lt;br /&gt;
* 20 or more enemy bullets&lt;br /&gt;
&lt;br /&gt;
'''Near miss counter (0-50000)'''&lt;br /&gt;
&lt;br /&gt;
The number of enemy bullets judged to be close to the aircraft is counted every 2 frames and added.&lt;br /&gt;
+2 will be added for each bullet, but only +1 during boss battles.&lt;br /&gt;
Even after a death or continue, it will not decrease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The safety level becomes 72 (MAX level) when the safety level reaches 100,000.&lt;br /&gt;
&lt;br /&gt;
===Gunner's facial expression===&lt;br /&gt;
&lt;br /&gt;
The Gunner's facial expression changes depending on the level of affection when clearing STAGE.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  Affection Level || Chain || Nail || Rivet&lt;br /&gt;
|-&lt;br /&gt;
|   Level 1 || [[File:Affection Chain level 1.png|frameless|center]] || [[File:Affection Ring level 1.png|frameless|center]] || [[File:Affection Rivet level 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 2 (Part 1) || [[File:Affection Chain level 2 part 1.png|frameless|center]] || [[File:Affection Nail level 2 part 1.png|frameless|center]] || [[File:Affection Rivet level 2 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 2 (Part 2) || [[File:Affection Chain level 2 part 2.png|frameless|center]] || [[File:Affection Nail level 2 part 2.png|frameless|center]] || [[File:Affection Rivet level 2 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 1) || [[File:Affection Chain level 3 part 1.png|frameless|center]] || [[File:Affection Nail level 3 part 1.png|frameless|center]] || [[File:Affection Rivet level 3 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 2) || [[File:Affection Rivet level 3 part 2.png|frameless|center]] || [[File:Affection Nail level 3 part 2.png|frameless|center]] || [[File:Affection Chain level 3 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 3) || [[File:Affection Chain level 3 part 3.png|frameless|center]] || [[File:Affection Nail level 3 part 3.png|frameless|center]] || [[File:Affection Rivet level 3 part 3.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 4 (Part 1) || [[File:Affection Chain level 4 part 1.png|frameless|center]] || [[File:Affection Nail level 4 part 1.png|frameless|center]] || [[File:Affection Rivet level 4 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 4 (Part 2) || [[File:Affection Chain level 4 part 2.png|frameless|center]] || [[File:Affection Nail level 4 part 2.png|frameless|center]] || [[File:Affection Rivet level 4 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 5 || [[File:Affection Chain level 5 .png|frameless|center]] || [[File:Affection Nail level 5 .png|frameless|center]] || [[File:Affection Rivet level 5 .png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 6 || [[File:Affection Chain level 6.png|frameless|center]] || [[File:Affection Nail level 6.png|frameless|center]] || [[File:Affection Rivet level 6.png|frameless|center]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ending===&lt;br /&gt;
After a clear, if the Affection level is LEVEL 4 or less, it will be a normal ending. If it is LEVEL 5 or more, it will be a true ending.&lt;br /&gt;
If the player clears both loops without using a continue, he will always get a true ending.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
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 &amp;quot;The Professional Gear&amp;quot;, or just &amp;quot;Progear&amp;quot;. 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 &amp;quot;the Motorouin&amp;quot; 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 &amp;quot;The Punishment of the Sages&amp;quot;.&lt;br /&gt;
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 &amp;quot;Gun Flyer&amp;quot; and installed it in all of their planes. The Storm of Progear was about to begin!&lt;br /&gt;
&lt;br /&gt;
== Development Team ==&lt;br /&gt;
'''Cave'''&lt;br /&gt;
* Producer = Kenichi Takano&lt;br /&gt;
* Director = Junya Inoue&lt;br /&gt;
* Program = Tsuneki Ikeda,Satoshi Kouyama,Takashi Ishimura&lt;br /&gt;
* Designers = Akira Wakabayashi,Hiroyuki Tanaka,Fusayuki Watariguchi,Kengo Arai&lt;br /&gt;
* Sound producer = Junya Inoue&lt;br /&gt;
* Music = Yukinori Kikuchi&lt;br /&gt;
* Sound effecter = Ryuichi Yabuki&lt;br /&gt;
* Special assist = Tosiaki Tomizawa&lt;br /&gt;
* Character voice = Mitsuo Furusawa&amp;lt;,Junya Inoue,Aki Sibata,Midori Katou,Masayo Hirasaka&lt;br /&gt;
* Special thanks = Yasushi Imai&lt;br /&gt;
* Character &amp;amp; mechanic design = Junya Inoue&lt;br /&gt;
&lt;br /&gt;
'''Capcom'''&lt;br /&gt;
* Producer = Tatsuya Minami&lt;br /&gt;
* Support research &amp;amp; development : Tomoshi Sadamoto&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
The game has two official version : the Japanese version which was the original version of the game and the US version.&lt;br /&gt;
The US version removes all of the voice acting from characters. &lt;br /&gt;
In the Japanese, enemies have more health and shoot more bullets.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
[[Progear_no_Arashi/Video_Index|Video index for Progear no Arashi]]&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Scoring info and formatting work provided by [[User:Juju Kenobi|Juju Kenobi]] &lt;br /&gt;
# Scoring info https://w.atwiki.jp/progear/&lt;br /&gt;
# Item and characters sprites taken from http://http://www.world-of-arcades.net/Cave/Progear/Characters.htm&lt;/div&gt;</summary>
		<author><name>Juju Kenobi</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Progear_no_Arashi&amp;diff=8939</id>
		<title>Progear no Arashi</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Progear_no_Arashi&amp;diff=8939"/>
		<updated>2021-04-12T05:43:54Z</updated>

		<summary type="html">&lt;p&gt;Juju Kenobi: /* Gunner formation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Progear logo.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #6dc2ca&lt;br /&gt;
| innerbordercolor = #eeeeac&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #fefafb&lt;br /&gt;
| image = Progear poster.jpg&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagescalepx = 180px&lt;br /&gt;
| developer = [[CAVE]]&lt;br /&gt;
| music = Yukinori Kikuchi&lt;br /&gt;
| program = Tsuneki Ikeda&amp;lt;br/&amp;gt;Satoshi Kouyama&amp;lt;br/&amp;gt;Takashi Ishimura&lt;br /&gt;
| art = Junya Inoue&lt;br /&gt;
| releasedate =  January 17, 2001&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''[[Progear no Arashi]]''(プロギアの嵐, &amp;quot;Storm of Progear&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Progear is a three-button shooter. Button C is disabled by default but can be enabled in the service menu.&lt;br /&gt;
&lt;br /&gt;
There are five stages in the game, with a second loop beginning at the end of stage five if one  of the requirements for the 2nd loop is met. Upon reaching the end of the second loop, the player will fight the True Last Boss. &lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''A (Press):''' '''Fighter mode''' Fires the standard shot weapon.&lt;br /&gt;
* '''A (Hold):''' '''Gunner mode''' Fires the ship's &amp;quot;focus&amp;quot; fire, using the gunner options, locking onto the closest enemies until they are destroyed or the A button is realesed&lt;br /&gt;
* '''B:''' Detonates a Bomb if there is at least one bomb in stock&lt;br /&gt;
* '''C''': Auto-fire for the player's standard spread shot.&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships  ===&lt;br /&gt;
====Fighter/Pilot selection====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Ship&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pilot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Aircraft&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Speed&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Power&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | position&amp;lt;br/&amp;gt;of hitbox&lt;br /&gt;
|-&lt;br /&gt;
! Pointblank !! Far &lt;br /&gt;
|-&lt;br /&gt;
| '''Fighter Type-A GAMBLER ''' || [[File:Ring.jpg|thumb|Ring|x300px]] || [[File:Progear Plane A.gif|frameless]] || Normal || Wide Shot|| Strong|| Weak  || [[File:Progear hitbox gambler.png|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Fighter Type-B MILITANT''' || [[File:Progear Bolt.jpg|thumb|Bolt|x300px]] || [[File:Progear Plane B.gif|frameless]] || Fast || Straight Shot|| Medium || Medium  || [[File:Progear hitbox militant.png|frameless]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
====Gunner selection====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gunner !! Co-pilot !! Gunner option !! Fire !! Speed in&amp;lt;br/&amp;gt;gunner mode !! Lock speed !! Power&lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Alpha''' || [[File:Progear Chain.jpg|thumb|Chain|x300px]] || [[File:Progear Gunner option type alpha.gif|frameless]] || Straight || Slow || Slow|| Strong&lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Beta''' || [[File:Progear Nail.jpg|thumb|Nail|x300px]] || [[File:Progear Gunner option type beta.gif|frameless]] || Wide || Fast || Fast|| Weak &lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Gamma ''' || [[File:Progear Rivet.jpg|thumb|Rivet|x300px]] || [[File:Progear Gunner option type gamma.gif|frameless]] || Homing || Medium || Medium || Strong&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gunner formation====&lt;br /&gt;
It is possible to change the formation of your gunner options by using some specific inputs during the gunner selection screen&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear system form normal alpha.jpg|frameless]] [[File:Progear system formation normal beta.jpg|frameless]] [[File:Progear system formation normal gamma.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
* '''Center up and down''': By pressing 2P start (or 1P start for 2P) while selecting the gunner,the gunner options will be up and down in the center. &lt;br /&gt;
&lt;br /&gt;
[[File:Progear Center up and down formation.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* '''Forward up and down''': By pressing both A and B buttons, while holding the 2P start (or 1P start for 2P) during the gunner selection, the gunner options will be up and down in front of the aircraft. 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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Forward up and down formation.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
====Change of clothes====&lt;br /&gt;
&lt;br /&gt;
By pressing 1P during the pilot or the gunner selection screen, the clothes will be changed to 2P clothes.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Clothes change.jpg|thumb|center|1P Nail in 2P clothes]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear power up.jpg|center|frameless]] || '''Power Up'''&amp;lt;br/&amp;gt;Increases your attack power (max power after the 4th item)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear power max.jpg|center|frameless]] || '''Max Power Up'''&amp;lt;br/&amp;gt;Instantly grants max power (only appears after losing all lives)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear bomb.jpg|center|frameless]] || '''Bomb'''&amp;lt;br/&amp;gt;Increases your bomb stock by 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear diamond ring.jpg|center|frameless]] || '''Ring'''&amp;lt;br/&amp;gt;Produced when canceling bullet by killing enemies fighter mode (shot)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear diamond stone.jpg|center|frameless]] || '''Stone/Jewel'''&amp;lt;br/&amp;gt;Produced when canceling bullet by killing enemies gunner mode (option lock)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear 1UP mini.jpg|frameless|center]] || '''1-Up'''&amp;lt;br/&amp;gt;Rewards the player with one extra life&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
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) :&lt;br /&gt;
it reaches the right side of the screen&lt;br /&gt;
the jewel counter has run out&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage !! Jewels&lt;br /&gt;
|-&lt;br /&gt;
| 1st || 2000&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 4000&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 8000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 2nd loop || 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Extends and 1UP item===&lt;br /&gt;
&lt;br /&gt;
With the default settings, the player gets his first score extend at 3 million, then one every 4 million after. &lt;br /&gt;
&lt;br /&gt;
There is a hidden 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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear 1up GIF.gif|thumb|center|Hidden 1UP in stage 4]]&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
If the player hitbox collides with a bullet or an enemy hitbox, 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.&lt;br /&gt;
&lt;br /&gt;
But this does not always work. For example, on its final form, the 5th boss doesn't take any damage from the explosion.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
After clearing the 1st loop, if any of these requirements is met, the player will access the 2nd loop:&lt;br /&gt;
* number of bombs used is 2 or less.&lt;br /&gt;
* sum of bombs used and lives lost is 7 or less.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the 2nd loop, the jewel counter is doubled.&lt;br /&gt;
&lt;br /&gt;
Several changes occur during the 2nd loop compared to the 1st:&lt;br /&gt;
* The player cannot earn score extend anymore.&lt;br /&gt;
* The position and number of enemies is not exactly the same as in the 1rst loop&lt;br /&gt;
* When killed, the enemies will release revenge bullets aimed toward the player (but not completely straight at him)&lt;br /&gt;
* Every time the player dies, if the boss battle has not started, the player will start from the beginning of the current stage.&lt;br /&gt;
* Several bosses will have additional phases and attacks&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
===Jeweling===&lt;br /&gt;
Enemy bullets that are caught in enemies explosion disappear and become scoring items (rings or gems)&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
If the player cancels bullets while being in Gunner mode (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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The value of Rings and Jewels is shown in the following table: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value as&amp;lt;br/&amp;gt;Ring&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value as&amp;lt;br/&amp;gt;Jewel&lt;br /&gt;
|-&lt;br /&gt;
! Sprite !! Value !! Sprite !! Value&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Amethyst (small) || [[File:Progear amethyst ring small.jpg|frameless|center]] || 10 || [[File:Progear amethyst small.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Amethyst (medium) || [[File:Progear amethyst ring medium.jpg|frameless|center]] || 20 || [[File:Progear amethyst medium.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Amethyst (big) || [[File:Progear amethyst ring big.jpg|frameless|center]] || 30 || [[File:Progear amethyst big.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Ruby (small) || [[File:Progear ruby ring small.jpg|frameless|center]] || 40 || [[File:Progear ruby small.jpg|frameless|center]] || 20&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Ruby (medium) || [[File:Progear ruby ring medium.jpg|frameless|center]] || 50 || [[File:Progear ruby medium.jpg|frameless|center]] || 40&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Ruby (big) || [[File:Progear ruby ring big.jpg|frameless|center]] || 60 || [[File:Progear ruby big.jpg|frameless|center]] || 80&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Emerald (small) || [[File:Progear emerald ring small.jpg|frameless|center]] || 70 || [[File:Progear emerald small.jpg|frameless|center]] || 160&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Emerald (medium) || [[File:Progear emerald ring medium.jpg|frameless|center]] || 80 || [[File:Progear emerald medium.jpg|frameless|center]] || 320&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Emerald (big) || [[File:Progear emerald ring big.jpg|frameless|center]] || 90 || [[File:Progear emerald big.jpg|frameless|center]] || 640&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Diamond || [[File:Progear_diamond_ring.jpg|frameless|center]] || 100 || [[File:Progear_diamond_stone.jpg|frameless|center]] || 1280&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chain reactions===&lt;br /&gt;
When the player destroys an enemy in Gunner mode,bullets on the sprite of the explosion will be cancelled and turn into jewels. However, if some other bullets are close enough from these jewels, the cancel reaction might propagate. The propagation is easier the higher the value of the jewel is. There are several spots in the game where enemies keep shooting at the player and if the players leave them alive, it is possible to start a cancel reaction that will go on as long as the bullets are set up in a specific way allowing this to happen.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Gif chain reaction.gif|thumb|center|Chain reaction at the end of stage 1]]&lt;br /&gt;
&lt;br /&gt;
===Jewel counter===&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
===Bomb stacking===&lt;br /&gt;
&lt;br /&gt;
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. There is also an animation of children waving a flag next to the player bomb stock while this bonus is active.&lt;br /&gt;
&lt;br /&gt;
Stacking bombs increases the jewel counter by 10 000 (20 000 if the player is already in « x2 mode »).&lt;br /&gt;
&lt;br /&gt;
Usually, the lower limit of ring/jewel is small amethyst (level 1), but it rises as follows each time the stacking is repeated. Repeated stacking will allow the player to prepare diamond rings with a smaller number of bullets, making it easier to earn and safer. This is especially useful during the second loop.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 1st time || Amethyst big (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 2nd time || Ruby small (Level 4)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 3rd time || Ruby big (Level 6)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 4th time || Emerald small (Level 7)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 5th time or more || Emerald big (Level 9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the player die or use a bomb, the lower limit of ring/jewel will return to small amethyst (level 1).&lt;br /&gt;
&lt;br /&gt;
===Shooting/Tick points===&lt;br /&gt;
When the player is in fighter mode, every time a bullet hits an enemy, the player will earn points according to the following formula :&lt;br /&gt;
Shooting point = (Jewel counter / 10000 (rounded down to the nearest whole number)) x 10 &lt;br /&gt;
&lt;br /&gt;
If the player is in « x2 mode », this number is multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
The notations such as &amp;quot;+10&amp;quot; and &amp;quot;+ 150 × 2&amp;quot; that sometimes appear on the jewel counter display indicate the shooting point.&lt;br /&gt;
That's why, for scoring optimisation, dealing damage to bosses at pointblank range using Shot is recommanded.&lt;br /&gt;
&lt;br /&gt;
===Stage clear bonus===&lt;br /&gt;
When the player clears a stage, he receives a score bonus equal to the jewel counter multiplied by 10. If the « x2 mode » is active (see Bomb stacking), this bonus is multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
===ALL clear bonus===&lt;br /&gt;
If the player clears both loops, he will receive a ALL clear bonus :&lt;br /&gt;
* 5 million points per remaining extend&lt;br /&gt;
* 1 million points per remaining bomb&lt;br /&gt;
* Jewel counter x 20&lt;br /&gt;
&lt;br /&gt;
2-5 also has a Stage clear bonus, so if the player clears, he will get both a STAGE clear bonus and an ALL clear bonus.&lt;br /&gt;
&lt;br /&gt;
==Affection system==&lt;br /&gt;
&lt;br /&gt;
The affection of the accompanying gunner to the pilot changes depending on the way the player plays . The affection level influences the gunner's facial expression and ending when clearing STAGE, and aircraft performance of a specific combination (Ring/Rivet and Bolt/Chain). &lt;br /&gt;
&lt;br /&gt;
The level of activity (ACTIVE), the level of safety (SAFE), and the level of Affection (LOVELY) are evaluated on a 73-point scale from 0 to 72, respectively.&lt;br /&gt;
&lt;br /&gt;
  Activity level (ACTIVE) = (activity level counter / 4096) x 72&lt;br /&gt;
  Safety level (SAVE) = ((safety level counter-near miss counter) / 100000) x 72&lt;br /&gt;
  Affection (LOVELY) = (activity level + safety level) / 2&lt;br /&gt;
&lt;br /&gt;
  Affection level =&lt;br /&gt;
    When ACTIVE is 72 and SAFETY is 72: LEVEL6&lt;br /&gt;
    When ACTIVE is 48 or higher and SAFETY is 48 or higher: LEVEL5&lt;br /&gt;
    When ACTIVE is 48 or higher and SAFETY is 24 or higher: LEVEL4 (Part 1)&lt;br /&gt;
    When ACTIVE is 24 or higher and SAFETY is 48 or higher: LEVEL4 (Part 2) &lt;br /&gt;
    When ACTIVE is 48 or more and SAFETY is less than 24: LEVEL3 (Part 1)&lt;br /&gt;
    When ACTIVE is less than 24 and SAFETY is 48 or more: LEVEL3 (Part 2) &lt;br /&gt;
    When ACTIVE is 24 or higher and SAFETY is 24 or higher: LEVEL3 (Part 3) &lt;br /&gt;
    When ACTIVE is 24 or more and SAFETY is less than 24: LEVEL2 (Part 1) &lt;br /&gt;
    When ACTIVE is less than 24 and SAFETY is 24 or more: LEVEL2 (Part 2) &lt;br /&gt;
    If ACTIVE is less than 24 and SAFETY is less than 24: LEVEL1&lt;br /&gt;
&lt;br /&gt;
===Activity counter===&lt;br /&gt;
&lt;br /&gt;
When the activity jewel counter, which will be described later, exceeds 128, a certain amount will be added each time jeweling is performed.&lt;br /&gt;
The value to be added varies from stage to stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 || Stage 2 || Stage 3 || Stage 4 || Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| 256 || 85 || 85 || 64 || 51&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is an upper limit to the number of additions for each stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|   ||Stage 1 || Stage 2 || Stage 3 || Stage 4 || Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| Maximum number of additions  || 6 times || 17 times || 17 times || 22 times || 28 times&lt;br /&gt;
|-&lt;br /&gt;
| Activity counter than can be acquired in this stage  || 1536 (256x6) || 1445 (85x17) || 1445 (85x17) || 1408 (64x22) || 1428 (51x28)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* After the addition, 128 jewel counters for activity will be subtracted.&lt;br /&gt;
* Even if the player makes a mistake or continue, it will not decrease.&lt;br /&gt;
* if the player scores a little, he reach the upper limit immediately, so it is difficult to see differences during different runs.&lt;br /&gt;
* When the activity counter is 4096 or more, the activity level will be 72 (MAX level) (achieved on stage 3 in the best case).&lt;br /&gt;
&lt;br /&gt;
===Jewel counter for activity (0 to 14524)===&lt;br /&gt;
&lt;br /&gt;
When a ring or jewel appears by jeweling, the following values ​​are added (subtracted) for each ring / jewel (regardless of whether it is collected or not). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  Jewel || Best couple || Other than the best couple&lt;br /&gt;
|-&lt;br /&gt;
| Ring || -1 || -1 &lt;br /&gt;
|-&lt;br /&gt;
| Amethyst jewel || -1 || -1 &lt;br /&gt;
|-&lt;br /&gt;
| Ruby jewel || +3 || +2&lt;br /&gt;
|-&lt;br /&gt;
| Emerald jewel || +4 || +3&lt;br /&gt;
|-&lt;br /&gt;
| Diamond jewel || +6 || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When the activity jewel counter exceeds 128, the activity counter increases by a certain amount and the activity jewel counter is subtracted by 128. &lt;br /&gt;
&lt;br /&gt;
===Safety counter (-10000 to 150000)===&lt;br /&gt;
&lt;br /&gt;
The safety counter is calculated from the following five factors. &lt;br /&gt;
&lt;br /&gt;
  Safety counter =&lt;br /&gt;
    ＋ Initial value (33000 or 5000)&lt;br /&gt;
    ＋ Positioning of the aircraft (-10 to +5 for each frame)&lt;br /&gt;
    ＋ Enemy left (-4 per frame when considered to be dangerous enemy left)&lt;br /&gt;
    ＋ Bomb (+6000 per bomb use)&lt;br /&gt;
    ＋ Miss (-10000 per death)&lt;br /&gt;
    - Near-Miss Counter &lt;br /&gt;
&lt;br /&gt;
'''initial value'''&lt;br /&gt;
The initial value of the safety counter is different depending on the compatibility of the Pilot/Gunner couple. Ring/Chain and Bolt/Nail which are the best couples start at 33000, and the other couples start at 5000. After using a continue, the safety counter is reset to its initial value.&lt;br /&gt;
&lt;br /&gt;
'''Positioning of the aircraft'''&lt;br /&gt;
The safety counter increases or decreases depending on where the aircraft is located in each area where the x-axis is divided into 23. The amount of increase / decrease per frame is set as follows. &lt;br /&gt;
&lt;br /&gt;
1, 2, 3, 4, 5, 5, 2, 2, 1, 1, 0, -1, -1, -2, -2, -4, -4, -6, -6, -8,- 8, -10, -10&lt;br /&gt;
&lt;br /&gt;
The fastest increase in safety is in the area where 5 is set, which is roughly between the green lines in the image below. &lt;br /&gt;
&lt;br /&gt;
[[File:Progear Safety area.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
During the bomb, the safety counter will stop increasing or decreasing due to the positioning of the aircraft. &lt;br /&gt;
&lt;br /&gt;
'''Enemy left'''&lt;br /&gt;
&lt;br /&gt;
When all of the following conditions are met, the safety counter will decrease by -4 per frame.&lt;br /&gt;
* Enemy approaching the player&lt;br /&gt;
* The player didn't shot i the last 75 frames&lt;br /&gt;
* There are 6 or more enemy sprites (medium / large enemies have multiple sprites, and some of the sprites used in background animation etc. are included in this count).&lt;br /&gt;
* 20 or more enemy bullets&lt;br /&gt;
&lt;br /&gt;
'''Near miss counter (0-50000)'''&lt;br /&gt;
&lt;br /&gt;
The number of enemy bullets judged to be close to the aircraft is counted every 2 frames and added.&lt;br /&gt;
+2 will be added for each bullet, but only +1 during boss battles.&lt;br /&gt;
Even after a death or continue, it will not decrease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The safety level becomes 72 (MAX level) when the safety level reaches 100,000.&lt;br /&gt;
&lt;br /&gt;
===Gunner's facial expression===&lt;br /&gt;
&lt;br /&gt;
The Gunner's facial expression changes depending on the level of affection when clearing STAGE.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  Affection Level || Chain || Nail || Rivet&lt;br /&gt;
|-&lt;br /&gt;
|   Level 1 || [[File:Affection Chain level 1.png|frameless|center]] || [[File:Affection Ring level 1.png|frameless|center]] || [[File:Affection Rivet level 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 2 (Part 1) || [[File:Affection Chain level 2 part 1.png|frameless|center]] || [[File:Affection Nail level 2 part 1.png|frameless|center]] || [[File:Affection Rivet level 2 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 2 (Part 2) || [[File:Affection Chain level 2 part 2.png|frameless|center]] || [[File:Affection Nail level 2 part 2.png|frameless|center]] || [[File:Affection Rivet level 2 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 1) || [[File:Affection Chain level 3 part 1.png|frameless|center]] || [[File:Affection Nail level 3 part 1.png|frameless|center]] || [[File:Affection Rivet level 3 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 2) || [[File:Affection Rivet level 3 part 2.png|frameless|center]] || [[File:Affection Nail level 3 part 2.png|frameless|center]] || [[File:Affection Chain level 3 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 3) || [[File:Affection Chain level 3 part 3.png|frameless|center]] || [[File:Affection Nail level 3 part 3.png|frameless|center]] || [[File:Affection Rivet level 3 part 3.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 4 (Part 1) || [[File:Affection Chain level 4 part 1.png|frameless|center]] || [[File:Affection Nail level 4 part 1.png|frameless|center]] || [[File:Affection Rivet level 4 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 4 (Part 2) || [[File:Affection Chain level 4 part 2.png|frameless|center]] || [[File:Affection Nail level 4 part 2.png|frameless|center]] || [[File:Affection Rivet level 4 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 5 || [[File:Affection Chain level 5 .png|frameless|center]] || [[File:Affection Nail level 5 .png|frameless|center]] || [[File:Affection Rivet level 5 .png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 6 || [[File:Affection Chain level 6.png|frameless|center]] || [[File:Affection Nail level 6.png|frameless|center]] || [[File:Affection Rivet level 6.png|frameless|center]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ending===&lt;br /&gt;
After a clear, if the Affection level is LEVEL 4 or less, it will be a normal ending. If it is LEVEL 5 or more, it will be a true ending.&lt;br /&gt;
If the player clears both loops without using a continue, he will always get a true ending.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
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 &amp;quot;The Professional Gear&amp;quot;, or just &amp;quot;Progear&amp;quot;. 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 &amp;quot;the Motorouin&amp;quot; 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 &amp;quot;The Punishment of the Sages&amp;quot;.&lt;br /&gt;
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 &amp;quot;Gun Flyer&amp;quot; and installed it in all of their planes. The Storm of Progear was about to begin!&lt;br /&gt;
&lt;br /&gt;
== Development Team ==&lt;br /&gt;
'''Cave'''&lt;br /&gt;
* Producer = Kenichi Takano&lt;br /&gt;
* Director = Junya Inoue&lt;br /&gt;
* Program = Tsuneki Ikeda,Satoshi Kouyama,Takashi Ishimura&lt;br /&gt;
* Designers = Akira Wakabayashi,Hiroyuki Tanaka,Fusayuki Watariguchi,Kengo Arai&lt;br /&gt;
* Sound producer = Junya Inoue&lt;br /&gt;
* Music = Yukinori Kikuchi&lt;br /&gt;
* Sound effecter = Ryuichi Yabuki&lt;br /&gt;
* Special assist = Tosiaki Tomizawa&lt;br /&gt;
* Character voice = Mitsuo Furusawa&amp;lt;,Junya Inoue,Aki Sibata,Midori Katou,Masayo Hirasaka&lt;br /&gt;
* Special thanks = Yasushi Imai&lt;br /&gt;
* Character &amp;amp; mechanic design = Junya Inoue&lt;br /&gt;
&lt;br /&gt;
'''Capcom'''&lt;br /&gt;
* Producer = Tatsuya Minami&lt;br /&gt;
* Support research &amp;amp; development : Tomoshi Sadamoto&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
The game has two official version : the Japanese version which was the original version of the game and the US version.&lt;br /&gt;
The US version removes all of the voice acting from characters. &lt;br /&gt;
In the Japanese, enemies have more health and shoot more bullets.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
[[Progear_no_Arashi/Video_Index|Video index for Progear no Arashi]]&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Scoring info and formatting work provided by [[User:Juju Kenobi|Juju Kenobi]] &lt;br /&gt;
# Scoring info https://w.atwiki.jp/progear/&lt;br /&gt;
# Item and characters sprites taken from http://http://www.world-of-arcades.net/Cave/Progear/Characters.htm&lt;/div&gt;</summary>
		<author><name>Juju Kenobi</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Progear_no_Arashi&amp;diff=8936</id>
		<title>Progear no Arashi</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Progear_no_Arashi&amp;diff=8936"/>
		<updated>2021-04-11T21:52:40Z</updated>

		<summary type="html">&lt;p&gt;Juju Kenobi: /* Gameplay Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Progear logo.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #6dc2ca&lt;br /&gt;
| innerbordercolor = #eeeeac&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #fefafb&lt;br /&gt;
| image = Progear poster.jpg&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagescalepx = 180px&lt;br /&gt;
| developer = [[CAVE]]&lt;br /&gt;
| music = Yukinori Kikuchi&lt;br /&gt;
| program = Tsuneki Ikeda&amp;lt;br/&amp;gt;Satoshi Kouyama&amp;lt;br/&amp;gt;Takashi Ishimura&lt;br /&gt;
| art = Junya Inoue&lt;br /&gt;
| releasedate =  January 17, 2001&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''[[Progear no Arashi]]''(プロギアの嵐, &amp;quot;Storm of Progear&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Progear is a three-button shooter. Button C is disabled by default but can be enabled in the service menu.&lt;br /&gt;
&lt;br /&gt;
There are five stages in the game, with a second loop beginning at the end of stage five if one  of the requirements for the 2nd loop is met. Upon reaching the end of the second loop, the player will fight the True Last Boss. &lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''A (Press):''' '''Fighter mode''' Fires the standard shot weapon.&lt;br /&gt;
* '''A (Hold):''' '''Gunner mode''' Fires the ship's &amp;quot;focus&amp;quot; fire, using the gunner options, locking onto the closest enemies until they are destroyed or the A button is realesed&lt;br /&gt;
* '''B:''' Detonates a Bomb if there is at least one bomb in stock&lt;br /&gt;
* '''C''': Auto-fire for the player's standard spread shot.&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships  ===&lt;br /&gt;
====Fighter/Pilot selection====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Ship&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pilot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Aircraft&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Speed&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Power&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | position&amp;lt;br/&amp;gt;of hitbox&lt;br /&gt;
|-&lt;br /&gt;
! Pointblank !! Far &lt;br /&gt;
|-&lt;br /&gt;
| '''Fighter Type-A GAMBLER ''' || [[File:Ring.jpg|thumb|Ring|x300px]] || [[File:Progear Plane A.gif|frameless]] || Normal || Wide Shot|| Strong|| Weak  || [[File:Progear hitbox gambler.png|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Fighter Type-B MILITANT''' || [[File:Progear Bolt.jpg|thumb|Bolt|x300px]] || [[File:Progear Plane B.gif|frameless]] || Fast || Straight Shot|| Medium || Medium  || [[File:Progear hitbox militant.png|frameless]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
====Gunner selection====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gunner&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Co-pilot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gunner option&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fire&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Speed in&amp;lt;br/&amp;gt;gunner mode&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Lock speed&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Power&lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Alpha''' || [[File:Progear Chain.jpg|thumb|Chain|x300px]] || [[File:Progear Gunner option type alpha.gif|frameless]] || Straight || Slow || Slow|| Strong&lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Beta''' || [[File:Progear Nail.jpg|thumb|Nail|x300px]] || [[File:Progear Gunner option type beta.gif|frameless]] || Wide || Fast || Fast|| Weak &lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Gamma ''' || [[File:Progear Rivet.jpg|thumb|Rivet|x300px]] || [[File:Progear Gunner option type gamma.gif|frameless]] || Homing || Medium || Medium || Strong&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gunner formation====&lt;br /&gt;
It is possible to change the formation of your gunner options by using some specific inputs during the gunner selection screen&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear system form normal alpha.jpg|frameless]] [[File:Progear system formation normal beta.jpg|frameless]] [[File:Progear system formation normal gamma.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
* '''Center up and down''': By pressing 2P start (or 1P start for 2P) while selecting the gunner,the gunner options will  up and down in the center. &lt;br /&gt;
&lt;br /&gt;
[[File:Progear Center up and down formation.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* '''Forward up and down''': By pressing both A and B buttons, while holding the 2P start (or 1P start for 2P) during the gunner selection, the gunner options will be up and down in front of the aircraft. 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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Forward up and down formation.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
====Change of clothes====&lt;br /&gt;
&lt;br /&gt;
By pressing 1P during the pilot or the gunner selection screen, the clothes will be changed to 2P clothes.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Clothes change.jpg|thumb|center|1P Nail in 2P clothes]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear power up.jpg|center|frameless]] || '''Power Up'''&amp;lt;br/&amp;gt;Increases your attack power (max power after the 4th item)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear power max.jpg|center|frameless]] || '''Max Power Up'''&amp;lt;br/&amp;gt;Instantly grants max power (only appears after losing all lives)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear bomb.jpg|center|frameless]] || '''Bomb'''&amp;lt;br/&amp;gt;Increases your bomb stock by 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear diamond ring.jpg|center|frameless]] || '''Ring'''&amp;lt;br/&amp;gt;Produced when canceling bullet by killing enemies fighter mode (shot)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear diamond stone.jpg|center|frameless]] || '''Stone/Jewel'''&amp;lt;br/&amp;gt;Produced when canceling bullet by killing enemies gunner mode (option lock)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear 1UP mini.jpg|frameless|center]] || '''1-Up'''&amp;lt;br/&amp;gt;Rewards the player with one extra life&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
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) :&lt;br /&gt;
it reaches the right side of the screen&lt;br /&gt;
the jewel counter has run out&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage !! Jewels&lt;br /&gt;
|-&lt;br /&gt;
| 1st || 2000&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 4000&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 8000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 2nd loop || 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Extends and 1UP item===&lt;br /&gt;
&lt;br /&gt;
With the default settings, the player gets his first score extend at 3 million, then one every 4 million after. &lt;br /&gt;
&lt;br /&gt;
There is a hidden 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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear 1up GIF.gif|thumb|center|Hidden 1UP in stage 4]]&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
If the player hitbox collides with a bullet or an enemy hitbox, 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.&lt;br /&gt;
&lt;br /&gt;
But this does not always work. For example, on its final form, the 5th boss doesn't take any damage from the explosion.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
After clearing the 1st loop, if any of these requirements is met, the player will access the 2nd loop:&lt;br /&gt;
* number of bombs used is 2 or less.&lt;br /&gt;
* sum of bombs used and lives lost is 7 or less.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the 2nd loop, the jewel counter is doubled.&lt;br /&gt;
&lt;br /&gt;
Several changes occur during the 2nd loop compared to the 1st:&lt;br /&gt;
* The player cannot earn score extend anymore.&lt;br /&gt;
* The position and number of enemies is not exactly the same as in the 1rst loop&lt;br /&gt;
* When killed, the enemies will release revenge bullets aimed toward the player (but not completely straight at him)&lt;br /&gt;
* Every time the player dies, if the boss battle has not started, the player will start from the beginning of the current stage.&lt;br /&gt;
* Several bosses will have additional phases and attacks&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
===Jeweling===&lt;br /&gt;
Enemy bullets that are caught in enemies explosion disappear and become scoring items (rings or gems)&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
If the player cancels bullets while being in Gunner mode (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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The value of Rings and Jewels is shown in the following table: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value as&amp;lt;br/&amp;gt;Ring&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value as&amp;lt;br/&amp;gt;Jewel&lt;br /&gt;
|-&lt;br /&gt;
! Sprite !! Value !! Sprite !! Value&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Amethyst (small) || [[File:Progear amethyst ring small.jpg|frameless|center]] || 10 || [[File:Progear amethyst small.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Amethyst (medium) || [[File:Progear amethyst ring medium.jpg|frameless|center]] || 20 || [[File:Progear amethyst medium.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Amethyst (big) || [[File:Progear amethyst ring big.jpg|frameless|center]] || 30 || [[File:Progear amethyst big.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Ruby (small) || [[File:Progear ruby ring small.jpg|frameless|center]] || 40 || [[File:Progear ruby small.jpg|frameless|center]] || 20&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Ruby (medium) || [[File:Progear ruby ring medium.jpg|frameless|center]] || 50 || [[File:Progear ruby medium.jpg|frameless|center]] || 40&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Ruby (big) || [[File:Progear ruby ring big.jpg|frameless|center]] || 60 || [[File:Progear ruby big.jpg|frameless|center]] || 80&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Emerald (small) || [[File:Progear emerald ring small.jpg|frameless|center]] || 70 || [[File:Progear emerald small.jpg|frameless|center]] || 160&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Emerald (medium) || [[File:Progear emerald ring medium.jpg|frameless|center]] || 80 || [[File:Progear emerald medium.jpg|frameless|center]] || 320&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Emerald (big) || [[File:Progear emerald ring big.jpg|frameless|center]] || 90 || [[File:Progear emerald big.jpg|frameless|center]] || 640&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Diamond || [[File:Progear_diamond_ring.jpg|frameless|center]] || 100 || [[File:Progear_diamond_stone.jpg|frameless|center]] || 1280&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chain reactions===&lt;br /&gt;
When the player destroys an enemy in Gunner mode,bullets on the sprite of the explosion will be cancelled and turn into jewels. However, if some other bullets are close enough from these jewels, the cancel reaction might propagate. The propagation is easier the higher the value of the jewel is. There are several spots in the game where enemies keep shooting at the player and if the players leave them alive, it is possible to start a cancel reaction that will go on as long as the bullets are set up in a specific way allowing this to happen.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Gif chain reaction.gif|thumb|center|Chain reaction at the end of stage 1]]&lt;br /&gt;
&lt;br /&gt;
===Jewel counter===&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
===Bomb stacking===&lt;br /&gt;
&lt;br /&gt;
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. There is also an animation of children waving a flag next to the player bomb stock while this bonus is active.&lt;br /&gt;
&lt;br /&gt;
Stacking bombs increases the jewel counter by 10 000 (20 000 if the player is already in « x2 mode »).&lt;br /&gt;
&lt;br /&gt;
Usually, the lower limit of ring/jewel is small amethyst (level 1), but it rises as follows each time the stacking is repeated. Repeated stacking will allow the player to prepare diamond rings with a smaller number of bullets, making it easier to earn and safer. This is especially useful during the second loop.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 1st time || Amethyst big (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 2nd time || Ruby small (Level 4)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 3rd time || Ruby big (Level 6)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 4th time || Emerald small (Level 7)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 5th time or more || Emerald big (Level 9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the player die or use a bomb, the lower limit of ring/jewel will return to small amethyst (level 1).&lt;br /&gt;
&lt;br /&gt;
===Shooting/Tick points===&lt;br /&gt;
When the player is in fighter mode, every time a bullet hits an enemy, the player will earn points according to the following formula :&lt;br /&gt;
Shooting point = (Jewel counter / 10000 (rounded down to the nearest whole number)) x 10 &lt;br /&gt;
&lt;br /&gt;
If the player is in « x2 mode », this number is multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
The notations such as &amp;quot;+10&amp;quot; and &amp;quot;+ 150 × 2&amp;quot; that sometimes appear on the jewel counter display indicate the shooting point.&lt;br /&gt;
That's why, for scoring optimisation, dealing damage to bosses at pointblank range using Shot is recommanded.&lt;br /&gt;
&lt;br /&gt;
===Stage clear bonus===&lt;br /&gt;
When the player clears a stage, he receives a score bonus equal to the jewel counter multiplied by 10. If the « x2 mode » is active (see Bomb stacking), this bonus is multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
===ALL clear bonus===&lt;br /&gt;
If the player clears both loops, he will receive a ALL clear bonus :&lt;br /&gt;
* 5 million points per remaining extend&lt;br /&gt;
* 1 million points per remaining bomb&lt;br /&gt;
* Jewel counter x 20&lt;br /&gt;
&lt;br /&gt;
2-5 also has a Stage clear bonus, so if the player clears, he will get both a STAGE clear bonus and an ALL clear bonus.&lt;br /&gt;
&lt;br /&gt;
==Affection system==&lt;br /&gt;
&lt;br /&gt;
The affection of the accompanying gunner to the pilot changes depending on the way the player plays . The affection level influences the gunner's facial expression and ending when clearing STAGE, and aircraft performance of a specific combination (Ring/Rivet and Bolt/Chain). &lt;br /&gt;
&lt;br /&gt;
The level of activity (ACTIVE), the level of safety (SAFE), and the level of Affection (LOVELY) are evaluated on a 73-point scale from 0 to 72, respectively.&lt;br /&gt;
&lt;br /&gt;
  Activity level (ACTIVE) = (activity level counter / 4096) x 72&lt;br /&gt;
  Safety level (SAVE) = ((safety level counter-near miss counter) / 100000) x 72&lt;br /&gt;
  Affection (LOVELY) = (activity level + safety level) / 2&lt;br /&gt;
&lt;br /&gt;
  Affection level =&lt;br /&gt;
    When ACTIVE is 72 and SAFETY is 72: LEVEL6&lt;br /&gt;
    When ACTIVE is 48 or higher and SAFETY is 48 or higher: LEVEL5&lt;br /&gt;
    When ACTIVE is 48 or higher and SAFETY is 24 or higher: LEVEL4 (Part 1)&lt;br /&gt;
    When ACTIVE is 24 or higher and SAFETY is 48 or higher: LEVEL4 (Part 2) &lt;br /&gt;
    When ACTIVE is 48 or more and SAFETY is less than 24: LEVEL3 (Part 1)&lt;br /&gt;
    When ACTIVE is less than 24 and SAFETY is 48 or more: LEVEL3 (Part 2) &lt;br /&gt;
    When ACTIVE is 24 or higher and SAFETY is 24 or higher: LEVEL3 (Part 3) &lt;br /&gt;
    When ACTIVE is 24 or more and SAFETY is less than 24: LEVEL2 (Part 1) &lt;br /&gt;
    When ACTIVE is less than 24 and SAFETY is 24 or more: LEVEL2 (Part 2) &lt;br /&gt;
    If ACTIVE is less than 24 and SAFETY is less than 24: LEVEL1&lt;br /&gt;
&lt;br /&gt;
===Activity counter===&lt;br /&gt;
&lt;br /&gt;
When the activity jewel counter, which will be described later, exceeds 128, a certain amount will be added each time jeweling is performed.&lt;br /&gt;
The value to be added varies from stage to stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 || Stage 2 || Stage 3 || Stage 4 || Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| 256 || 85 || 85 || 64 || 51&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is an upper limit to the number of additions for each stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|   ||Stage 1 || Stage 2 || Stage 3 || Stage 4 || Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| Maximum number of additions  || 6 times || 17 times || 17 times || 22 times || 28 times&lt;br /&gt;
|-&lt;br /&gt;
| Activity counter than can be acquired in this stage  || 1536 (256x6) || 1445 (85x17) || 1445 (85x17) || 1408 (64x22) || 1428 (51x28)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* After the addition, 128 jewel counters for activity will be subtracted.&lt;br /&gt;
* Even if the player makes a mistake or continue, it will not decrease.&lt;br /&gt;
* if the player scores a little, he reach the upper limit immediately, so it is difficult to see differences during different runs.&lt;br /&gt;
* When the activity counter is 4096 or more, the activity level will be 72 (MAX level) (achieved on stage 3 in the best case).&lt;br /&gt;
&lt;br /&gt;
===Jewel counter for activity (0 to 14524)===&lt;br /&gt;
&lt;br /&gt;
When a ring or jewel appears by jeweling, the following values ​​are added (subtracted) for each ring / jewel (regardless of whether it is collected or not). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  Jewel || Best couple || Other than the best couple&lt;br /&gt;
|-&lt;br /&gt;
| Ring || -1 || -1 &lt;br /&gt;
|-&lt;br /&gt;
| Amethyst jewel || -1 || -1 &lt;br /&gt;
|-&lt;br /&gt;
| Ruby jewel || +3 || +2&lt;br /&gt;
|-&lt;br /&gt;
| Emerald jewel || +4 || +3&lt;br /&gt;
|-&lt;br /&gt;
| Diamond jewel || +6 || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When the activity jewel counter exceeds 128, the activity counter increases by a certain amount and the activity jewel counter is subtracted by 128. &lt;br /&gt;
&lt;br /&gt;
===Safety counter (-10000 to 150000)===&lt;br /&gt;
&lt;br /&gt;
The safety counter is calculated from the following five factors. &lt;br /&gt;
&lt;br /&gt;
  Safety counter =&lt;br /&gt;
    ＋ Initial value (33000 or 5000)&lt;br /&gt;
    ＋ Positioning of the aircraft (-10 to +5 for each frame)&lt;br /&gt;
    ＋ Enemy left (-4 per frame when considered to be dangerous enemy left)&lt;br /&gt;
    ＋ Bomb (+6000 per bomb use)&lt;br /&gt;
    ＋ Miss (-10000 per death)&lt;br /&gt;
    - Near-Miss Counter &lt;br /&gt;
&lt;br /&gt;
'''initial value'''&lt;br /&gt;
The initial value of the safety counter is different depending on the compatibility of the Pilot/Gunner couple. Ring/Chain and Bolt/Nail which are the best couples start at 33000, and the other couples start at 5000. After using a continue, the safety counter is reset to its initial value.&lt;br /&gt;
&lt;br /&gt;
'''Positioning of the aircraft'''&lt;br /&gt;
The safety counter increases or decreases depending on where the aircraft is located in each area where the x-axis is divided into 23. The amount of increase / decrease per frame is set as follows. &lt;br /&gt;
&lt;br /&gt;
1, 2, 3, 4, 5, 5, 2, 2, 1, 1, 0, -1, -1, -2, -2, -4, -4, -6, -6, -8,- 8, -10, -10&lt;br /&gt;
&lt;br /&gt;
The fastest increase in safety is in the area where 5 is set, which is roughly between the green lines in the image below. &lt;br /&gt;
&lt;br /&gt;
[[File:Progear Safety area.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
During the bomb, the safety counter will stop increasing or decreasing due to the positioning of the aircraft. &lt;br /&gt;
&lt;br /&gt;
'''Enemy left'''&lt;br /&gt;
&lt;br /&gt;
When all of the following conditions are met, the safety counter will decrease by -4 per frame.&lt;br /&gt;
* Enemy approaching the player&lt;br /&gt;
* The player didn't shot i the last 75 frames&lt;br /&gt;
* There are 6 or more enemy sprites (medium / large enemies have multiple sprites, and some of the sprites used in background animation etc. are included in this count).&lt;br /&gt;
* 20 or more enemy bullets&lt;br /&gt;
&lt;br /&gt;
'''Near miss counter (0-50000)'''&lt;br /&gt;
&lt;br /&gt;
The number of enemy bullets judged to be close to the aircraft is counted every 2 frames and added.&lt;br /&gt;
+2 will be added for each bullet, but only +1 during boss battles.&lt;br /&gt;
Even after a death or continue, it will not decrease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The safety level becomes 72 (MAX level) when the safety level reaches 100,000.&lt;br /&gt;
&lt;br /&gt;
===Gunner's facial expression===&lt;br /&gt;
&lt;br /&gt;
The Gunner's facial expression changes depending on the level of affection when clearing STAGE.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  Affection Level || Chain || Nail || Rivet&lt;br /&gt;
|-&lt;br /&gt;
|   Level 1 || [[File:Affection Chain level 1.png|frameless|center]] || [[File:Affection Ring level 1.png|frameless|center]] || [[File:Affection Rivet level 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 2 (Part 1) || [[File:Affection Chain level 2 part 1.png|frameless|center]] || [[File:Affection Nail level 2 part 1.png|frameless|center]] || [[File:Affection Rivet level 2 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 2 (Part 2) || [[File:Affection Chain level 2 part 2.png|frameless|center]] || [[File:Affection Nail level 2 part 2.png|frameless|center]] || [[File:Affection Rivet level 2 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 1) || [[File:Affection Chain level 3 part 1.png|frameless|center]] || [[File:Affection Nail level 3 part 1.png|frameless|center]] || [[File:Affection Rivet level 3 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 2) || [[File:Affection Rivet level 3 part 2.png|frameless|center]] || [[File:Affection Nail level 3 part 2.png|frameless|center]] || [[File:Affection Chain level 3 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 3) || [[File:Affection Chain level 3 part 3.png|frameless|center]] || [[File:Affection Nail level 3 part 3.png|frameless|center]] || [[File:Affection Rivet level 3 part 3.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 4 (Part 1) || [[File:Affection Chain level 4 part 1.png|frameless|center]] || [[File:Affection Nail level 4 part 1.png|frameless|center]] || [[File:Affection Rivet level 4 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 4 (Part 2) || [[File:Affection Chain level 4 part 2.png|frameless|center]] || [[File:Affection Nail level 4 part 2.png|frameless|center]] || [[File:Affection Rivet level 4 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 5 || [[File:Affection Chain level 5 .png|frameless|center]] || [[File:Affection Nail level 5 .png|frameless|center]] || [[File:Affection Rivet level 5 .png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 6 || [[File:Affection Chain level 6.png|frameless|center]] || [[File:Affection Nail level 6.png|frameless|center]] || [[File:Affection Rivet level 6.png|frameless|center]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ending===&lt;br /&gt;
After a clear, if the Affection level is LEVEL 4 or less, it will be a normal ending. If it is LEVEL 5 or more, it will be a true ending.&lt;br /&gt;
If the player clears both loops without using a continue, he will always get a true ending.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
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 &amp;quot;The Professional Gear&amp;quot;, or just &amp;quot;Progear&amp;quot;. 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 &amp;quot;the Motorouin&amp;quot; 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 &amp;quot;The Punishment of the Sages&amp;quot;.&lt;br /&gt;
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 &amp;quot;Gun Flyer&amp;quot; and installed it in all of their planes. The Storm of Progear was about to begin!&lt;br /&gt;
&lt;br /&gt;
== Development Team ==&lt;br /&gt;
'''Cave'''&lt;br /&gt;
* Producer = Kenichi Takano&lt;br /&gt;
* Director = Junya Inoue&lt;br /&gt;
* Program = Tsuneki Ikeda,Satoshi Kouyama,Takashi Ishimura&lt;br /&gt;
* Designers = Akira Wakabayashi,Hiroyuki Tanaka,Fusayuki Watariguchi,Kengo Arai&lt;br /&gt;
* Sound producer = Junya Inoue&lt;br /&gt;
* Music = Yukinori Kikuchi&lt;br /&gt;
* Sound effecter = Ryuichi Yabuki&lt;br /&gt;
* Special assist = Tosiaki Tomizawa&lt;br /&gt;
* Character voice = Mitsuo Furusawa&amp;lt;,Junya Inoue,Aki Sibata,Midori Katou,Masayo Hirasaka&lt;br /&gt;
* Special thanks = Yasushi Imai&lt;br /&gt;
* Character &amp;amp; mechanic design = Junya Inoue&lt;br /&gt;
&lt;br /&gt;
'''Capcom'''&lt;br /&gt;
* Producer = Tatsuya Minami&lt;br /&gt;
* Support research &amp;amp; development : Tomoshi Sadamoto&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
The game has two official version : the Japanese version which was the original version of the game and the US version.&lt;br /&gt;
The US version removes all of the voice acting from characters. &lt;br /&gt;
In the Japanese, enemies have more health and shoot more bullets.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
[[Progear_no_Arashi/Video_Index|Video index for Progear no Arashi]]&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Scoring info and formatting work provided by [[User:Juju Kenobi|Juju Kenobi]] &lt;br /&gt;
# Scoring info https://w.atwiki.jp/progear/&lt;br /&gt;
# Item and characters sprites taken from http://http://www.world-of-arcades.net/Cave/Progear/Characters.htm&lt;/div&gt;</summary>
		<author><name>Juju Kenobi</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Progear_no_Arashi&amp;diff=8935</id>
		<title>Progear no Arashi</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Progear_no_Arashi&amp;diff=8935"/>
		<updated>2021-04-11T21:51:56Z</updated>

		<summary type="html">&lt;p&gt;Juju Kenobi: /* Gameplay Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Progear logo.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #6dc2ca&lt;br /&gt;
| innerbordercolor = #eeeeac&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #fefafb&lt;br /&gt;
| image = Progear poster.jpg&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagescalepx = 180px&lt;br /&gt;
| developer = [[CAVE]]&lt;br /&gt;
| music = Yukinori Kikuchi&lt;br /&gt;
| program = Tsuneki Ikeda&amp;lt;br/&amp;gt;Satoshi Kouyama&amp;lt;br/&amp;gt;Takashi Ishimura&lt;br /&gt;
| art = Junya Inoue&lt;br /&gt;
| releasedate =  January 17, 2001&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''[[Progear no Arashi]]''(プロギアの嵐, &amp;quot;Storm of Progear&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Progear is a three-button shooter. Button C is disabled by default but can be enabled in the service menu.&lt;br /&gt;
&lt;br /&gt;
There are five stages in the game, with a second loop beginning at the end of stage five if one  of the requirements for the 2nd loop is met. Upon reaching the end of the second loop, the player will fight the True Last Boss. &lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''A (Press):''' '''Fighter mode''' Fires the standard shot weapon.&lt;br /&gt;
* '''A (Hold):''' '''Gunner mode''' Fires the ship's &amp;quot;focus&amp;quot; fire, using the gunner options, locking onto the closest enemies until they are destroyed or the A button is realesed&lt;br /&gt;
* '''B:''' Detonates a Bomb if there is at least one bomb in stock&lt;br /&gt;
* '''C''': Auto-fire for the player's standard spread shot.&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships  ===&lt;br /&gt;
====Fighter/Pilot selection====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Ship&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pilot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Aircraft&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Speed&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Power&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | position&amp;lt;br/&amp;gt;of hitbox&lt;br /&gt;
|-&lt;br /&gt;
! Pointblank !! Far &lt;br /&gt;
|-&lt;br /&gt;
| '''Fighter Type-A GAMBLER ''' || [[File:Ring.jpg|thumb|Ring|x300px]] || [[File:Progear Plane A.gif|frameless]] || Normal || Wide Shot|| Strong|| Weak  || [[File:Progear hitbox gambler.png|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Fighter Type-B MILITANT''' || [[File:Progear Bolt.jpg|thumb|Bolt|x300px]] || [[File:Progear Plane B.gif|frameless]] || Fast || Straight Shot|| Medium || Medium  || [[File:Progear hitbox militant.png|frameless]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
====Gunner selection====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gunner&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Co-pilot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gunner option&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fire&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Speed in&amp;lt;br/&amp;gt;gunner mode&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Lock speed&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Power&lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Alpha''' || [[File:Progear Chain.jpg|thumb|Chain|x300px]] || [[File:Progear Gunner option type alpha.gif|frameless]] || Straight || Slow || Slow|| Strong&lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Beta''' || [[File:Progear Nail.jpg|thumb|Nail|x300px]] || [[File:Progear Gunner option type beta.gif|frameless]] || Wide || Fast || Fast|| Weak &lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Gamma ''' || [[File:Progear Rivet.jpg|thumb|Rivet|x300px]] || [[File:Progear Gunner option type gamma.gif|frameless]] || Homing || Medium || Medium || Strong&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gunner formation====&lt;br /&gt;
It is possible to change the formation of your gunner options by using some specific inputs during the gunner selection screen&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear system form normal alpha.jpg|frameless]] [[File:Progear system formation normal beta.jpg|frameless]] [[File:Progear system formation normal gamma.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
* '''Center up and down''': By pressing 2P start (or 1P start for 2P) while selecting the gunner,the gunner options will  up and down in the center. &lt;br /&gt;
&lt;br /&gt;
[[File:Progear Center up and down formation.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* '''Forward up and down''': By pressing both A and B buttons, while holding the 2P start (or 1P start for 2P) during the gunner selection, the gunner options will be up and down in front of the aircraft. 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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Forward up and down formation.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
====Change of clothes====&lt;br /&gt;
&lt;br /&gt;
By pressing 1P during the pilot or the gunner selection screen, the clothes will be changed to 2P clothes.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Clothes change.jpg|thumb|center|1P Nail in 2P clothes]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear power up.jpg|center|frameless]] || '''Power Up'''&amp;lt;br/&amp;gt;Increases your attack power (max power after the 4th item)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear power max.jpg|center|frameless]] || '''Max Power Up'''&amp;lt;br/&amp;gt;Instantly grants max power (only appears after losing all lives)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear bomb.jpg|center|frameless]] || '''Bomb'''&amp;lt;br/&amp;gt;Increases your bomb stock by 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear diamond ring.jpg|center|frameless]] || '''Ring'''&amp;lt;br/&amp;gt;Produced when canceling bullet by killing enemies fighter mode (shot)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear diamond stone.jpg|center|frameless]] || '''Stone/Jewel'''&amp;lt;br/&amp;gt;Produced when canceling bullet by killing enemies gunner mode (option lock)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear 1UP mini.jpg|frameless|center]] || '''1-Up'''&amp;lt;br/&amp;gt;Rewards the player with one extra life&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
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) :&lt;br /&gt;
it reaches the right side of the screen&lt;br /&gt;
the jewel counter has run out&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage !! Jewels&lt;br /&gt;
|-&lt;br /&gt;
| 1st || 2000&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 4000&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 8000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 2nd loop || 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Extends and 1UP item===&lt;br /&gt;
&lt;br /&gt;
With the default settings, the player gets his first score extend at 3 million, then one every 4 million after. &lt;br /&gt;
&lt;br /&gt;
There is a hidden 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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear 1up GIF.gif|thumb|center]]&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
If the player hitbox collides with a bullet or an enemy hitbox, 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.&lt;br /&gt;
&lt;br /&gt;
But this does not always work. For example, on its final form, the 5th boss doesn't take any damage from the explosion.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
After clearing the 1st loop, if any of these requirements is met, the player will access the 2nd loop:&lt;br /&gt;
* number of bombs used is 2 or less.&lt;br /&gt;
* sum of bombs used and lives lost is 7 or less.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the 2nd loop, the jewel counter is doubled.&lt;br /&gt;
&lt;br /&gt;
Several changes occur during the 2nd loop compared to the 1st:&lt;br /&gt;
* The player cannot earn score extend anymore.&lt;br /&gt;
* The position and number of enemies is not exactly the same as in the 1rst loop&lt;br /&gt;
* When killed, the enemies will release revenge bullets aimed toward the player (but not completely straight at him)&lt;br /&gt;
* Every time the player dies, if the boss battle has not started, the player will start from the beginning of the current stage.&lt;br /&gt;
* Several bosses will have additional phases and attacks&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
===Jeweling===&lt;br /&gt;
Enemy bullets that are caught in enemies explosion disappear and become scoring items (rings or gems)&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
If the player cancels bullets while being in Gunner mode (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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The value of Rings and Jewels is shown in the following table: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value as&amp;lt;br/&amp;gt;Ring&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value as&amp;lt;br/&amp;gt;Jewel&lt;br /&gt;
|-&lt;br /&gt;
! Sprite !! Value !! Sprite !! Value&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Amethyst (small) || [[File:Progear amethyst ring small.jpg|frameless|center]] || 10 || [[File:Progear amethyst small.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Amethyst (medium) || [[File:Progear amethyst ring medium.jpg|frameless|center]] || 20 || [[File:Progear amethyst medium.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Amethyst (big) || [[File:Progear amethyst ring big.jpg|frameless|center]] || 30 || [[File:Progear amethyst big.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Ruby (small) || [[File:Progear ruby ring small.jpg|frameless|center]] || 40 || [[File:Progear ruby small.jpg|frameless|center]] || 20&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Ruby (medium) || [[File:Progear ruby ring medium.jpg|frameless|center]] || 50 || [[File:Progear ruby medium.jpg|frameless|center]] || 40&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Ruby (big) || [[File:Progear ruby ring big.jpg|frameless|center]] || 60 || [[File:Progear ruby big.jpg|frameless|center]] || 80&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Emerald (small) || [[File:Progear emerald ring small.jpg|frameless|center]] || 70 || [[File:Progear emerald small.jpg|frameless|center]] || 160&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Emerald (medium) || [[File:Progear emerald ring medium.jpg|frameless|center]] || 80 || [[File:Progear emerald medium.jpg|frameless|center]] || 320&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Emerald (big) || [[File:Progear emerald ring big.jpg|frameless|center]] || 90 || [[File:Progear emerald big.jpg|frameless|center]] || 640&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Diamond || [[File:Progear_diamond_ring.jpg|frameless|center]] || 100 || [[File:Progear_diamond_stone.jpg|frameless|center]] || 1280&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chain reactions===&lt;br /&gt;
When the player destroys an enemy in Gunner mode,bullets on the sprite of the explosion will be cancelled and turn into jewels. However, if some other bullets are close enough from these jewels, the cancel reaction might propagate. The propagation is easier the higher the value of the jewel is. There are several spots in the game where enemies keep shooting at the player and if the players leave them alive, it is possible to start a cancel reaction that will go on as long as the bullets are set up in a specific way allowing this to happen.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Gif chain reaction.gif|thumb|center|Chain reaction at the end of stage 1]]&lt;br /&gt;
&lt;br /&gt;
===Jewel counter===&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
===Bomb stacking===&lt;br /&gt;
&lt;br /&gt;
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. There is also an animation of children waving a flag next to the player bomb stock while this bonus is active.&lt;br /&gt;
&lt;br /&gt;
Stacking bombs increases the jewel counter by 10 000 (20 000 if the player is already in « x2 mode »).&lt;br /&gt;
&lt;br /&gt;
Usually, the lower limit of ring/jewel is small amethyst (level 1), but it rises as follows each time the stacking is repeated. Repeated stacking will allow the player to prepare diamond rings with a smaller number of bullets, making it easier to earn and safer. This is especially useful during the second loop.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 1st time || Amethyst big (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 2nd time || Ruby small (Level 4)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 3rd time || Ruby big (Level 6)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 4th time || Emerald small (Level 7)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 5th time or more || Emerald big (Level 9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the player die or use a bomb, the lower limit of ring/jewel will return to small amethyst (level 1).&lt;br /&gt;
&lt;br /&gt;
===Shooting/Tick points===&lt;br /&gt;
When the player is in fighter mode, every time a bullet hits an enemy, the player will earn points according to the following formula :&lt;br /&gt;
Shooting point = (Jewel counter / 10000 (rounded down to the nearest whole number)) x 10 &lt;br /&gt;
&lt;br /&gt;
If the player is in « x2 mode », this number is multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
The notations such as &amp;quot;+10&amp;quot; and &amp;quot;+ 150 × 2&amp;quot; that sometimes appear on the jewel counter display indicate the shooting point.&lt;br /&gt;
That's why, for scoring optimisation, dealing damage to bosses at pointblank range using Shot is recommanded.&lt;br /&gt;
&lt;br /&gt;
===Stage clear bonus===&lt;br /&gt;
When the player clears a stage, he receives a score bonus equal to the jewel counter multiplied by 10. If the « x2 mode » is active (see Bomb stacking), this bonus is multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
===ALL clear bonus===&lt;br /&gt;
If the player clears both loops, he will receive a ALL clear bonus :&lt;br /&gt;
* 5 million points per remaining extend&lt;br /&gt;
* 1 million points per remaining bomb&lt;br /&gt;
* Jewel counter x 20&lt;br /&gt;
&lt;br /&gt;
2-5 also has a Stage clear bonus, so if the player clears, he will get both a STAGE clear bonus and an ALL clear bonus.&lt;br /&gt;
&lt;br /&gt;
==Affection system==&lt;br /&gt;
&lt;br /&gt;
The affection of the accompanying gunner to the pilot changes depending on the way the player plays . The affection level influences the gunner's facial expression and ending when clearing STAGE, and aircraft performance of a specific combination (Ring/Rivet and Bolt/Chain). &lt;br /&gt;
&lt;br /&gt;
The level of activity (ACTIVE), the level of safety (SAFE), and the level of Affection (LOVELY) are evaluated on a 73-point scale from 0 to 72, respectively.&lt;br /&gt;
&lt;br /&gt;
  Activity level (ACTIVE) = (activity level counter / 4096) x 72&lt;br /&gt;
  Safety level (SAVE) = ((safety level counter-near miss counter) / 100000) x 72&lt;br /&gt;
  Affection (LOVELY) = (activity level + safety level) / 2&lt;br /&gt;
&lt;br /&gt;
  Affection level =&lt;br /&gt;
    When ACTIVE is 72 and SAFETY is 72: LEVEL6&lt;br /&gt;
    When ACTIVE is 48 or higher and SAFETY is 48 or higher: LEVEL5&lt;br /&gt;
    When ACTIVE is 48 or higher and SAFETY is 24 or higher: LEVEL4 (Part 1)&lt;br /&gt;
    When ACTIVE is 24 or higher and SAFETY is 48 or higher: LEVEL4 (Part 2) &lt;br /&gt;
    When ACTIVE is 48 or more and SAFETY is less than 24: LEVEL3 (Part 1)&lt;br /&gt;
    When ACTIVE is less than 24 and SAFETY is 48 or more: LEVEL3 (Part 2) &lt;br /&gt;
    When ACTIVE is 24 or higher and SAFETY is 24 or higher: LEVEL3 (Part 3) &lt;br /&gt;
    When ACTIVE is 24 or more and SAFETY is less than 24: LEVEL2 (Part 1) &lt;br /&gt;
    When ACTIVE is less than 24 and SAFETY is 24 or more: LEVEL2 (Part 2) &lt;br /&gt;
    If ACTIVE is less than 24 and SAFETY is less than 24: LEVEL1&lt;br /&gt;
&lt;br /&gt;
===Activity counter===&lt;br /&gt;
&lt;br /&gt;
When the activity jewel counter, which will be described later, exceeds 128, a certain amount will be added each time jeweling is performed.&lt;br /&gt;
The value to be added varies from stage to stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 || Stage 2 || Stage 3 || Stage 4 || Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| 256 || 85 || 85 || 64 || 51&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is an upper limit to the number of additions for each stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|   ||Stage 1 || Stage 2 || Stage 3 || Stage 4 || Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| Maximum number of additions  || 6 times || 17 times || 17 times || 22 times || 28 times&lt;br /&gt;
|-&lt;br /&gt;
| Activity counter than can be acquired in this stage  || 1536 (256x6) || 1445 (85x17) || 1445 (85x17) || 1408 (64x22) || 1428 (51x28)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* After the addition, 128 jewel counters for activity will be subtracted.&lt;br /&gt;
* Even if the player makes a mistake or continue, it will not decrease.&lt;br /&gt;
* if the player scores a little, he reach the upper limit immediately, so it is difficult to see differences during different runs.&lt;br /&gt;
* When the activity counter is 4096 or more, the activity level will be 72 (MAX level) (achieved on stage 3 in the best case).&lt;br /&gt;
&lt;br /&gt;
===Jewel counter for activity (0 to 14524)===&lt;br /&gt;
&lt;br /&gt;
When a ring or jewel appears by jeweling, the following values ​​are added (subtracted) for each ring / jewel (regardless of whether it is collected or not). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  Jewel || Best couple || Other than the best couple&lt;br /&gt;
|-&lt;br /&gt;
| Ring || -1 || -1 &lt;br /&gt;
|-&lt;br /&gt;
| Amethyst jewel || -1 || -1 &lt;br /&gt;
|-&lt;br /&gt;
| Ruby jewel || +3 || +2&lt;br /&gt;
|-&lt;br /&gt;
| Emerald jewel || +4 || +3&lt;br /&gt;
|-&lt;br /&gt;
| Diamond jewel || +6 || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When the activity jewel counter exceeds 128, the activity counter increases by a certain amount and the activity jewel counter is subtracted by 128. &lt;br /&gt;
&lt;br /&gt;
===Safety counter (-10000 to 150000)===&lt;br /&gt;
&lt;br /&gt;
The safety counter is calculated from the following five factors. &lt;br /&gt;
&lt;br /&gt;
  Safety counter =&lt;br /&gt;
    ＋ Initial value (33000 or 5000)&lt;br /&gt;
    ＋ Positioning of the aircraft (-10 to +5 for each frame)&lt;br /&gt;
    ＋ Enemy left (-4 per frame when considered to be dangerous enemy left)&lt;br /&gt;
    ＋ Bomb (+6000 per bomb use)&lt;br /&gt;
    ＋ Miss (-10000 per death)&lt;br /&gt;
    - Near-Miss Counter &lt;br /&gt;
&lt;br /&gt;
'''initial value'''&lt;br /&gt;
The initial value of the safety counter is different depending on the compatibility of the Pilot/Gunner couple. Ring/Chain and Bolt/Nail which are the best couples start at 33000, and the other couples start at 5000. After using a continue, the safety counter is reset to its initial value.&lt;br /&gt;
&lt;br /&gt;
'''Positioning of the aircraft'''&lt;br /&gt;
The safety counter increases or decreases depending on where the aircraft is located in each area where the x-axis is divided into 23. The amount of increase / decrease per frame is set as follows. &lt;br /&gt;
&lt;br /&gt;
1, 2, 3, 4, 5, 5, 2, 2, 1, 1, 0, -1, -1, -2, -2, -4, -4, -6, -6, -8,- 8, -10, -10&lt;br /&gt;
&lt;br /&gt;
The fastest increase in safety is in the area where 5 is set, which is roughly between the green lines in the image below. &lt;br /&gt;
&lt;br /&gt;
[[File:Progear Safety area.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
During the bomb, the safety counter will stop increasing or decreasing due to the positioning of the aircraft. &lt;br /&gt;
&lt;br /&gt;
'''Enemy left'''&lt;br /&gt;
&lt;br /&gt;
When all of the following conditions are met, the safety counter will decrease by -4 per frame.&lt;br /&gt;
* Enemy approaching the player&lt;br /&gt;
* The player didn't shot i the last 75 frames&lt;br /&gt;
* There are 6 or more enemy sprites (medium / large enemies have multiple sprites, and some of the sprites used in background animation etc. are included in this count).&lt;br /&gt;
* 20 or more enemy bullets&lt;br /&gt;
&lt;br /&gt;
'''Near miss counter (0-50000)'''&lt;br /&gt;
&lt;br /&gt;
The number of enemy bullets judged to be close to the aircraft is counted every 2 frames and added.&lt;br /&gt;
+2 will be added for each bullet, but only +1 during boss battles.&lt;br /&gt;
Even after a death or continue, it will not decrease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The safety level becomes 72 (MAX level) when the safety level reaches 100,000.&lt;br /&gt;
&lt;br /&gt;
===Gunner's facial expression===&lt;br /&gt;
&lt;br /&gt;
The Gunner's facial expression changes depending on the level of affection when clearing STAGE.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  Affection Level || Chain || Nail || Rivet&lt;br /&gt;
|-&lt;br /&gt;
|   Level 1 || [[File:Affection Chain level 1.png|frameless|center]] || [[File:Affection Ring level 1.png|frameless|center]] || [[File:Affection Rivet level 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 2 (Part 1) || [[File:Affection Chain level 2 part 1.png|frameless|center]] || [[File:Affection Nail level 2 part 1.png|frameless|center]] || [[File:Affection Rivet level 2 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 2 (Part 2) || [[File:Affection Chain level 2 part 2.png|frameless|center]] || [[File:Affection Nail level 2 part 2.png|frameless|center]] || [[File:Affection Rivet level 2 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 1) || [[File:Affection Chain level 3 part 1.png|frameless|center]] || [[File:Affection Nail level 3 part 1.png|frameless|center]] || [[File:Affection Rivet level 3 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 2) || [[File:Affection Rivet level 3 part 2.png|frameless|center]] || [[File:Affection Nail level 3 part 2.png|frameless|center]] || [[File:Affection Chain level 3 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 3) || [[File:Affection Chain level 3 part 3.png|frameless|center]] || [[File:Affection Nail level 3 part 3.png|frameless|center]] || [[File:Affection Rivet level 3 part 3.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 4 (Part 1) || [[File:Affection Chain level 4 part 1.png|frameless|center]] || [[File:Affection Nail level 4 part 1.png|frameless|center]] || [[File:Affection Rivet level 4 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 4 (Part 2) || [[File:Affection Chain level 4 part 2.png|frameless|center]] || [[File:Affection Nail level 4 part 2.png|frameless|center]] || [[File:Affection Rivet level 4 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 5 || [[File:Affection Chain level 5 .png|frameless|center]] || [[File:Affection Nail level 5 .png|frameless|center]] || [[File:Affection Rivet level 5 .png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 6 || [[File:Affection Chain level 6.png|frameless|center]] || [[File:Affection Nail level 6.png|frameless|center]] || [[File:Affection Rivet level 6.png|frameless|center]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ending===&lt;br /&gt;
After a clear, if the Affection level is LEVEL 4 or less, it will be a normal ending. If it is LEVEL 5 or more, it will be a true ending.&lt;br /&gt;
If the player clears both loops without using a continue, he will always get a true ending.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
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 &amp;quot;The Professional Gear&amp;quot;, or just &amp;quot;Progear&amp;quot;. 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 &amp;quot;the Motorouin&amp;quot; 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 &amp;quot;The Punishment of the Sages&amp;quot;.&lt;br /&gt;
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 &amp;quot;Gun Flyer&amp;quot; and installed it in all of their planes. The Storm of Progear was about to begin!&lt;br /&gt;
&lt;br /&gt;
== Development Team ==&lt;br /&gt;
'''Cave'''&lt;br /&gt;
* Producer = Kenichi Takano&lt;br /&gt;
* Director = Junya Inoue&lt;br /&gt;
* Program = Tsuneki Ikeda,Satoshi Kouyama,Takashi Ishimura&lt;br /&gt;
* Designers = Akira Wakabayashi,Hiroyuki Tanaka,Fusayuki Watariguchi,Kengo Arai&lt;br /&gt;
* Sound producer = Junya Inoue&lt;br /&gt;
* Music = Yukinori Kikuchi&lt;br /&gt;
* Sound effecter = Ryuichi Yabuki&lt;br /&gt;
* Special assist = Tosiaki Tomizawa&lt;br /&gt;
* Character voice = Mitsuo Furusawa&amp;lt;,Junya Inoue,Aki Sibata,Midori Katou,Masayo Hirasaka&lt;br /&gt;
* Special thanks = Yasushi Imai&lt;br /&gt;
* Character &amp;amp; mechanic design = Junya Inoue&lt;br /&gt;
&lt;br /&gt;
'''Capcom'''&lt;br /&gt;
* Producer = Tatsuya Minami&lt;br /&gt;
* Support research &amp;amp; development : Tomoshi Sadamoto&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
The game has two official version : the Japanese version which was the original version of the game and the US version.&lt;br /&gt;
The US version removes all of the voice acting from characters. &lt;br /&gt;
In the Japanese, enemies have more health and shoot more bullets.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
[[Progear_no_Arashi/Video_Index|Video index for Progear no Arashi]]&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Scoring info and formatting work provided by [[User:Juju Kenobi|Juju Kenobi]] &lt;br /&gt;
# Scoring info https://w.atwiki.jp/progear/&lt;br /&gt;
# Item and characters sprites taken from http://http://www.world-of-arcades.net/Cave/Progear/Characters.htm&lt;/div&gt;</summary>
		<author><name>Juju Kenobi</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Progear_1up_GIF.gif&amp;diff=8934</id>
		<title>File:Progear 1up GIF.gif</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Progear_1up_GIF.gif&amp;diff=8934"/>
		<updated>2021-04-11T21:51:46Z</updated>

		<summary type="html">&lt;p&gt;Juju Kenobi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Progear 1up GIF&lt;/div&gt;</summary>
		<author><name>Juju Kenobi</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Progear_no_Arashi&amp;diff=8933</id>
		<title>Progear no Arashi</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Progear_no_Arashi&amp;diff=8933"/>
		<updated>2021-04-11T21:42:15Z</updated>

		<summary type="html">&lt;p&gt;Juju Kenobi: /* Scoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Progear logo.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #6dc2ca&lt;br /&gt;
| innerbordercolor = #eeeeac&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #fefafb&lt;br /&gt;
| image = Progear poster.jpg&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagescalepx = 180px&lt;br /&gt;
| developer = [[CAVE]]&lt;br /&gt;
| music = Yukinori Kikuchi&lt;br /&gt;
| program = Tsuneki Ikeda&amp;lt;br/&amp;gt;Satoshi Kouyama&amp;lt;br/&amp;gt;Takashi Ishimura&lt;br /&gt;
| art = Junya Inoue&lt;br /&gt;
| releasedate =  January 17, 2001&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''[[Progear no Arashi]]''(プロギアの嵐, &amp;quot;Storm of Progear&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Progear is a three-button shooter. Button C is disabled by default but can be enabled in the service menu.&lt;br /&gt;
&lt;br /&gt;
There are five stages in the game, with a second loop beginning at the end of stage five if one  of the requirements for the 2nd loop is met. Upon reaching the end of the second loop, the player will fight the True Last Boss. &lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''A (Press):''' '''Fighter mode''' Fires the standard shot weapon.&lt;br /&gt;
* '''A (Hold):''' '''Gunner mode''' Fires the ship's &amp;quot;focus&amp;quot; fire, using the gunner options, locking onto the closest enemies until they are destroyed or the A button is realesed&lt;br /&gt;
* '''B:''' Detonates a Bomb if there is at least one bomb in stock&lt;br /&gt;
* '''C''': Auto-fire for the player's standard spread shot.&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships  ===&lt;br /&gt;
====Fighter/Pilot selection====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Ship&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pilot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Aircraft&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Speed&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Power&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | position&amp;lt;br/&amp;gt;of hitbox&lt;br /&gt;
|-&lt;br /&gt;
! Pointblank !! Far &lt;br /&gt;
|-&lt;br /&gt;
| '''Fighter Type-A GAMBLER ''' || [[File:Ring.jpg|thumb|Ring|x300px]] || [[File:Progear Plane A.gif|frameless]] || Normal || Wide Shot|| Strong|| Weak  || [[File:Progear hitbox gambler.png|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Fighter Type-B MILITANT''' || [[File:Progear Bolt.jpg|thumb|Bolt|x300px]] || [[File:Progear Plane B.gif|frameless]] || Fast || Straight Shot|| Medium || Medium  || [[File:Progear hitbox militant.png|frameless]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
====Gunner selection====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gunner&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Co-pilot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gunner option&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fire&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Speed in&amp;lt;br/&amp;gt;gunner mode&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Lock speed&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Power&lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Alpha''' || [[File:Progear Chain.jpg|thumb|Chain|x300px]] || [[File:Progear Gunner option type alpha.gif|frameless]] || Straight || Slow || Slow|| Strong&lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Beta''' || [[File:Progear Nail.jpg|thumb|Nail|x300px]] || [[File:Progear Gunner option type beta.gif|frameless]] || Wide || Fast || Fast|| Weak &lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Gamma ''' || [[File:Progear Rivet.jpg|thumb|Rivet|x300px]] || [[File:Progear Gunner option type gamma.gif|frameless]] || Homing || Medium || Medium || Strong&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gunner formation====&lt;br /&gt;
It is possible to change the formation of your gunner options by using some specific inputs during the gunner selection screen&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear system form normal alpha.jpg|frameless]] [[File:Progear system formation normal beta.jpg|frameless]] [[File:Progear system formation normal gamma.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
* '''Center up and down''': By pressing 2P start (or 1P start for 2P) while selecting the gunner,the gunner options will  up and down in the center. &lt;br /&gt;
&lt;br /&gt;
[[File:Progear Center up and down formation.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* '''Forward up and down''': By pressing both A and B buttons, while holding the 2P start (or 1P start for 2P) during the gunner selection, the gunner options will be up and down in front of the aircraft. 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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Forward up and down formation.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
====Change of clothes====&lt;br /&gt;
&lt;br /&gt;
By pressing 1P during the pilot or the gunner selection screen, the clothes will be changed to 2P clothes.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Clothes change.jpg|thumb|center|1P Nail in 2P clothes]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear power up.jpg|center|frameless]] || '''Power Up'''&amp;lt;br/&amp;gt;Increases your attack power (max power after the 4th item)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear power max.jpg|center|frameless]] || '''Max Power Up'''&amp;lt;br/&amp;gt;Instantly grants max power (only appears after losing all lives)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear bomb.jpg|center|frameless]] || '''Bomb'''&amp;lt;br/&amp;gt;Increases your bomb stock by 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear diamond ring.jpg|center|frameless]] || '''Ring'''&amp;lt;br/&amp;gt;Produced when canceling bullet by killing enemies fighter mode (shot)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear diamond stone.jpg|center|frameless]] || '''Stone/Jewel'''&amp;lt;br/&amp;gt;Produced when canceling bullet by killing enemies gunner mode (option lock)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear 1UP mini.jpg|frameless|center]] || '''1-Up'''&amp;lt;br/&amp;gt;Rewards the player with one extra life&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
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) :&lt;br /&gt;
it reaches the right side of the screen&lt;br /&gt;
the jewel counter has run out&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage !! Jewels&lt;br /&gt;
|-&lt;br /&gt;
| 1st || 2000&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 4000&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 8000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 2nd loop || 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Extends and 1UP item===&lt;br /&gt;
&lt;br /&gt;
With the default settings, the player gets his first score extend at 3 million, then one every 4 million after. &lt;br /&gt;
&lt;br /&gt;
There is a hidden 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.&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
If the player hitbox collides with a bullet or an enemy hitbox, 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.&lt;br /&gt;
&lt;br /&gt;
But this does not always work. For example, on its final form, the 5th boss doesn't take any damage from the explosion.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
After clearing the 1st loop, if any of these requirements is met, the player will access the 2nd loop:&lt;br /&gt;
* number of bombs used is 2 or less.&lt;br /&gt;
* sum of bombs used and lives lost is 7 or less.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the 2nd loop, the jewel counter is doubled.&lt;br /&gt;
&lt;br /&gt;
Several changes occur during the 2nd loop compared to the 1st:&lt;br /&gt;
* The player cannot earn score extend anymore.&lt;br /&gt;
* The position and number of enemies is not exactly the same as in the 1rst loop&lt;br /&gt;
* When killed, the enemies will release revenge bullets aimed toward the player (but not completely straight at him)&lt;br /&gt;
* Every time the player dies, if the boss battle has not started, the player will start from the beginning of the current stage.&lt;br /&gt;
* Several bosses will have additional phases and attacks&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
===Jeweling===&lt;br /&gt;
Enemy bullets that are caught in enemies explosion disappear and become scoring items (rings or gems)&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
If the player cancels bullets while being in Gunner mode (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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The value of Rings and Jewels is shown in the following table: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value as&amp;lt;br/&amp;gt;Ring&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value as&amp;lt;br/&amp;gt;Jewel&lt;br /&gt;
|-&lt;br /&gt;
! Sprite !! Value !! Sprite !! Value&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Amethyst (small) || [[File:Progear amethyst ring small.jpg|frameless|center]] || 10 || [[File:Progear amethyst small.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Amethyst (medium) || [[File:Progear amethyst ring medium.jpg|frameless|center]] || 20 || [[File:Progear amethyst medium.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Amethyst (big) || [[File:Progear amethyst ring big.jpg|frameless|center]] || 30 || [[File:Progear amethyst big.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Ruby (small) || [[File:Progear ruby ring small.jpg|frameless|center]] || 40 || [[File:Progear ruby small.jpg|frameless|center]] || 20&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Ruby (medium) || [[File:Progear ruby ring medium.jpg|frameless|center]] || 50 || [[File:Progear ruby medium.jpg|frameless|center]] || 40&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Ruby (big) || [[File:Progear ruby ring big.jpg|frameless|center]] || 60 || [[File:Progear ruby big.jpg|frameless|center]] || 80&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Emerald (small) || [[File:Progear emerald ring small.jpg|frameless|center]] || 70 || [[File:Progear emerald small.jpg|frameless|center]] || 160&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Emerald (medium) || [[File:Progear emerald ring medium.jpg|frameless|center]] || 80 || [[File:Progear emerald medium.jpg|frameless|center]] || 320&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Emerald (big) || [[File:Progear emerald ring big.jpg|frameless|center]] || 90 || [[File:Progear emerald big.jpg|frameless|center]] || 640&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Diamond || [[File:Progear_diamond_ring.jpg|frameless|center]] || 100 || [[File:Progear_diamond_stone.jpg|frameless|center]] || 1280&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chain reactions===&lt;br /&gt;
When the player destroys an enemy in Gunner mode,bullets on the sprite of the explosion will be cancelled and turn into jewels. However, if some other bullets are close enough from these jewels, the cancel reaction might propagate. The propagation is easier the higher the value of the jewel is. There are several spots in the game where enemies keep shooting at the player and if the players leave them alive, it is possible to start a cancel reaction that will go on as long as the bullets are set up in a specific way allowing this to happen.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Gif chain reaction.gif|thumb|center|Chain reaction at the end of stage 1]]&lt;br /&gt;
&lt;br /&gt;
===Jewel counter===&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
===Bomb stacking===&lt;br /&gt;
&lt;br /&gt;
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. There is also an animation of children waving a flag next to the player bomb stock while this bonus is active.&lt;br /&gt;
&lt;br /&gt;
Stacking bombs increases the jewel counter by 10 000 (20 000 if the player is already in « x2 mode »).&lt;br /&gt;
&lt;br /&gt;
Usually, the lower limit of ring/jewel is small amethyst (level 1), but it rises as follows each time the stacking is repeated. Repeated stacking will allow the player to prepare diamond rings with a smaller number of bullets, making it easier to earn and safer. This is especially useful during the second loop.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 1st time || Amethyst big (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 2nd time || Ruby small (Level 4)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 3rd time || Ruby big (Level 6)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 4th time || Emerald small (Level 7)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 5th time or more || Emerald big (Level 9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the player die or use a bomb, the lower limit of ring/jewel will return to small amethyst (level 1).&lt;br /&gt;
&lt;br /&gt;
===Shooting/Tick points===&lt;br /&gt;
When the player is in fighter mode, every time a bullet hits an enemy, the player will earn points according to the following formula :&lt;br /&gt;
Shooting point = (Jewel counter / 10000 (rounded down to the nearest whole number)) x 10 &lt;br /&gt;
&lt;br /&gt;
If the player is in « x2 mode », this number is multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
The notations such as &amp;quot;+10&amp;quot; and &amp;quot;+ 150 × 2&amp;quot; that sometimes appear on the jewel counter display indicate the shooting point.&lt;br /&gt;
That's why, for scoring optimisation, dealing damage to bosses at pointblank range using Shot is recommanded.&lt;br /&gt;
&lt;br /&gt;
===Stage clear bonus===&lt;br /&gt;
When the player clears a stage, he receives a score bonus equal to the jewel counter multiplied by 10. If the « x2 mode » is active (see Bomb stacking), this bonus is multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
===ALL clear bonus===&lt;br /&gt;
If the player clears both loops, he will receive a ALL clear bonus :&lt;br /&gt;
* 5 million points per remaining extend&lt;br /&gt;
* 1 million points per remaining bomb&lt;br /&gt;
* Jewel counter x 20&lt;br /&gt;
&lt;br /&gt;
2-5 also has a Stage clear bonus, so if the player clears, he will get both a STAGE clear bonus and an ALL clear bonus.&lt;br /&gt;
&lt;br /&gt;
==Affection system==&lt;br /&gt;
&lt;br /&gt;
The affection of the accompanying gunner to the pilot changes depending on the way the player plays . The affection level influences the gunner's facial expression and ending when clearing STAGE, and aircraft performance of a specific combination (Ring/Rivet and Bolt/Chain). &lt;br /&gt;
&lt;br /&gt;
The level of activity (ACTIVE), the level of safety (SAFE), and the level of Affection (LOVELY) are evaluated on a 73-point scale from 0 to 72, respectively.&lt;br /&gt;
&lt;br /&gt;
  Activity level (ACTIVE) = (activity level counter / 4096) x 72&lt;br /&gt;
  Safety level (SAVE) = ((safety level counter-near miss counter) / 100000) x 72&lt;br /&gt;
  Affection (LOVELY) = (activity level + safety level) / 2&lt;br /&gt;
&lt;br /&gt;
  Affection level =&lt;br /&gt;
    When ACTIVE is 72 and SAFETY is 72: LEVEL6&lt;br /&gt;
    When ACTIVE is 48 or higher and SAFETY is 48 or higher: LEVEL5&lt;br /&gt;
    When ACTIVE is 48 or higher and SAFETY is 24 or higher: LEVEL4 (Part 1)&lt;br /&gt;
    When ACTIVE is 24 or higher and SAFETY is 48 or higher: LEVEL4 (Part 2) &lt;br /&gt;
    When ACTIVE is 48 or more and SAFETY is less than 24: LEVEL3 (Part 1)&lt;br /&gt;
    When ACTIVE is less than 24 and SAFETY is 48 or more: LEVEL3 (Part 2) &lt;br /&gt;
    When ACTIVE is 24 or higher and SAFETY is 24 or higher: LEVEL3 (Part 3) &lt;br /&gt;
    When ACTIVE is 24 or more and SAFETY is less than 24: LEVEL2 (Part 1) &lt;br /&gt;
    When ACTIVE is less than 24 and SAFETY is 24 or more: LEVEL2 (Part 2) &lt;br /&gt;
    If ACTIVE is less than 24 and SAFETY is less than 24: LEVEL1&lt;br /&gt;
&lt;br /&gt;
===Activity counter===&lt;br /&gt;
&lt;br /&gt;
When the activity jewel counter, which will be described later, exceeds 128, a certain amount will be added each time jeweling is performed.&lt;br /&gt;
The value to be added varies from stage to stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 || Stage 2 || Stage 3 || Stage 4 || Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| 256 || 85 || 85 || 64 || 51&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is an upper limit to the number of additions for each stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|   ||Stage 1 || Stage 2 || Stage 3 || Stage 4 || Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| Maximum number of additions  || 6 times || 17 times || 17 times || 22 times || 28 times&lt;br /&gt;
|-&lt;br /&gt;
| Activity counter than can be acquired in this stage  || 1536 (256x6) || 1445 (85x17) || 1445 (85x17) || 1408 (64x22) || 1428 (51x28)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* After the addition, 128 jewel counters for activity will be subtracted.&lt;br /&gt;
* Even if the player makes a mistake or continue, it will not decrease.&lt;br /&gt;
* if the player scores a little, he reach the upper limit immediately, so it is difficult to see differences during different runs.&lt;br /&gt;
* When the activity counter is 4096 or more, the activity level will be 72 (MAX level) (achieved on stage 3 in the best case).&lt;br /&gt;
&lt;br /&gt;
===Jewel counter for activity (0 to 14524)===&lt;br /&gt;
&lt;br /&gt;
When a ring or jewel appears by jeweling, the following values ​​are added (subtracted) for each ring / jewel (regardless of whether it is collected or not). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  Jewel || Best couple || Other than the best couple&lt;br /&gt;
|-&lt;br /&gt;
| Ring || -1 || -1 &lt;br /&gt;
|-&lt;br /&gt;
| Amethyst jewel || -1 || -1 &lt;br /&gt;
|-&lt;br /&gt;
| Ruby jewel || +3 || +2&lt;br /&gt;
|-&lt;br /&gt;
| Emerald jewel || +4 || +3&lt;br /&gt;
|-&lt;br /&gt;
| Diamond jewel || +6 || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When the activity jewel counter exceeds 128, the activity counter increases by a certain amount and the activity jewel counter is subtracted by 128. &lt;br /&gt;
&lt;br /&gt;
===Safety counter (-10000 to 150000)===&lt;br /&gt;
&lt;br /&gt;
The safety counter is calculated from the following five factors. &lt;br /&gt;
&lt;br /&gt;
  Safety counter =&lt;br /&gt;
    ＋ Initial value (33000 or 5000)&lt;br /&gt;
    ＋ Positioning of the aircraft (-10 to +5 for each frame)&lt;br /&gt;
    ＋ Enemy left (-4 per frame when considered to be dangerous enemy left)&lt;br /&gt;
    ＋ Bomb (+6000 per bomb use)&lt;br /&gt;
    ＋ Miss (-10000 per death)&lt;br /&gt;
    - Near-Miss Counter &lt;br /&gt;
&lt;br /&gt;
'''initial value'''&lt;br /&gt;
The initial value of the safety counter is different depending on the compatibility of the Pilot/Gunner couple. Ring/Chain and Bolt/Nail which are the best couples start at 33000, and the other couples start at 5000. After using a continue, the safety counter is reset to its initial value.&lt;br /&gt;
&lt;br /&gt;
'''Positioning of the aircraft'''&lt;br /&gt;
The safety counter increases or decreases depending on where the aircraft is located in each area where the x-axis is divided into 23. The amount of increase / decrease per frame is set as follows. &lt;br /&gt;
&lt;br /&gt;
1, 2, 3, 4, 5, 5, 2, 2, 1, 1, 0, -1, -1, -2, -2, -4, -4, -6, -6, -8,- 8, -10, -10&lt;br /&gt;
&lt;br /&gt;
The fastest increase in safety is in the area where 5 is set, which is roughly between the green lines in the image below. &lt;br /&gt;
&lt;br /&gt;
[[File:Progear Safety area.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
During the bomb, the safety counter will stop increasing or decreasing due to the positioning of the aircraft. &lt;br /&gt;
&lt;br /&gt;
'''Enemy left'''&lt;br /&gt;
&lt;br /&gt;
When all of the following conditions are met, the safety counter will decrease by -4 per frame.&lt;br /&gt;
* Enemy approaching the player&lt;br /&gt;
* The player didn't shot i the last 75 frames&lt;br /&gt;
* There are 6 or more enemy sprites (medium / large enemies have multiple sprites, and some of the sprites used in background animation etc. are included in this count).&lt;br /&gt;
* 20 or more enemy bullets&lt;br /&gt;
&lt;br /&gt;
'''Near miss counter (0-50000)'''&lt;br /&gt;
&lt;br /&gt;
The number of enemy bullets judged to be close to the aircraft is counted every 2 frames and added.&lt;br /&gt;
+2 will be added for each bullet, but only +1 during boss battles.&lt;br /&gt;
Even after a death or continue, it will not decrease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The safety level becomes 72 (MAX level) when the safety level reaches 100,000.&lt;br /&gt;
&lt;br /&gt;
===Gunner's facial expression===&lt;br /&gt;
&lt;br /&gt;
The Gunner's facial expression changes depending on the level of affection when clearing STAGE.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  Affection Level || Chain || Nail || Rivet&lt;br /&gt;
|-&lt;br /&gt;
|   Level 1 || [[File:Affection Chain level 1.png|frameless|center]] || [[File:Affection Ring level 1.png|frameless|center]] || [[File:Affection Rivet level 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 2 (Part 1) || [[File:Affection Chain level 2 part 1.png|frameless|center]] || [[File:Affection Nail level 2 part 1.png|frameless|center]] || [[File:Affection Rivet level 2 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 2 (Part 2) || [[File:Affection Chain level 2 part 2.png|frameless|center]] || [[File:Affection Nail level 2 part 2.png|frameless|center]] || [[File:Affection Rivet level 2 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 1) || [[File:Affection Chain level 3 part 1.png|frameless|center]] || [[File:Affection Nail level 3 part 1.png|frameless|center]] || [[File:Affection Rivet level 3 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 2) || [[File:Affection Rivet level 3 part 2.png|frameless|center]] || [[File:Affection Nail level 3 part 2.png|frameless|center]] || [[File:Affection Chain level 3 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 3) || [[File:Affection Chain level 3 part 3.png|frameless|center]] || [[File:Affection Nail level 3 part 3.png|frameless|center]] || [[File:Affection Rivet level 3 part 3.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 4 (Part 1) || [[File:Affection Chain level 4 part 1.png|frameless|center]] || [[File:Affection Nail level 4 part 1.png|frameless|center]] || [[File:Affection Rivet level 4 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 4 (Part 2) || [[File:Affection Chain level 4 part 2.png|frameless|center]] || [[File:Affection Nail level 4 part 2.png|frameless|center]] || [[File:Affection Rivet level 4 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 5 || [[File:Affection Chain level 5 .png|frameless|center]] || [[File:Affection Nail level 5 .png|frameless|center]] || [[File:Affection Rivet level 5 .png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 6 || [[File:Affection Chain level 6.png|frameless|center]] || [[File:Affection Nail level 6.png|frameless|center]] || [[File:Affection Rivet level 6.png|frameless|center]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ending===&lt;br /&gt;
After a clear, if the Affection level is LEVEL 4 or less, it will be a normal ending. If it is LEVEL 5 or more, it will be a true ending.&lt;br /&gt;
If the player clears both loops without using a continue, he will always get a true ending.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
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 &amp;quot;The Professional Gear&amp;quot;, or just &amp;quot;Progear&amp;quot;. 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 &amp;quot;the Motorouin&amp;quot; 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 &amp;quot;The Punishment of the Sages&amp;quot;.&lt;br /&gt;
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 &amp;quot;Gun Flyer&amp;quot; and installed it in all of their planes. The Storm of Progear was about to begin!&lt;br /&gt;
&lt;br /&gt;
== Development Team ==&lt;br /&gt;
'''Cave'''&lt;br /&gt;
* Producer = Kenichi Takano&lt;br /&gt;
* Director = Junya Inoue&lt;br /&gt;
* Program = Tsuneki Ikeda,Satoshi Kouyama,Takashi Ishimura&lt;br /&gt;
* Designers = Akira Wakabayashi,Hiroyuki Tanaka,Fusayuki Watariguchi,Kengo Arai&lt;br /&gt;
* Sound producer = Junya Inoue&lt;br /&gt;
* Music = Yukinori Kikuchi&lt;br /&gt;
* Sound effecter = Ryuichi Yabuki&lt;br /&gt;
* Special assist = Tosiaki Tomizawa&lt;br /&gt;
* Character voice = Mitsuo Furusawa&amp;lt;,Junya Inoue,Aki Sibata,Midori Katou,Masayo Hirasaka&lt;br /&gt;
* Special thanks = Yasushi Imai&lt;br /&gt;
* Character &amp;amp; mechanic design = Junya Inoue&lt;br /&gt;
&lt;br /&gt;
'''Capcom'''&lt;br /&gt;
* Producer = Tatsuya Minami&lt;br /&gt;
* Support research &amp;amp; development : Tomoshi Sadamoto&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
The game has two official version : the Japanese version which was the original version of the game and the US version.&lt;br /&gt;
The US version removes all of the voice acting from characters. &lt;br /&gt;
In the Japanese, enemies have more health and shoot more bullets.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
[[Progear_no_Arashi/Video_Index|Video index for Progear no Arashi]]&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Scoring info and formatting work provided by [[User:Juju Kenobi|Juju Kenobi]] &lt;br /&gt;
# Scoring info https://w.atwiki.jp/progear/&lt;br /&gt;
# Item and characters sprites taken from http://http://www.world-of-arcades.net/Cave/Progear/Characters.htm&lt;/div&gt;</summary>
		<author><name>Juju Kenobi</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Progear_no_Arashi&amp;diff=8932</id>
		<title>Progear no Arashi</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Progear_no_Arashi&amp;diff=8932"/>
		<updated>2021-04-11T21:41:26Z</updated>

		<summary type="html">&lt;p&gt;Juju Kenobi: /* Chain reactions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Progear logo.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #6dc2ca&lt;br /&gt;
| innerbordercolor = #eeeeac&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #fefafb&lt;br /&gt;
| image = Progear poster.jpg&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagescalepx = 180px&lt;br /&gt;
| developer = [[CAVE]]&lt;br /&gt;
| music = Yukinori Kikuchi&lt;br /&gt;
| program = Tsuneki Ikeda&amp;lt;br/&amp;gt;Satoshi Kouyama&amp;lt;br/&amp;gt;Takashi Ishimura&lt;br /&gt;
| art = Junya Inoue&lt;br /&gt;
| releasedate =  January 17, 2001&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''[[Progear no Arashi]]''(プロギアの嵐, &amp;quot;Storm of Progear&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Progear is a three-button shooter. Button C is disabled by default but can be enabled in the service menu.&lt;br /&gt;
&lt;br /&gt;
There are five stages in the game, with a second loop beginning at the end of stage five if one  of the requirements for the 2nd loop is met. Upon reaching the end of the second loop, the player will fight the True Last Boss. &lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''A (Press):''' '''Fighter mode''' Fires the standard shot weapon.&lt;br /&gt;
* '''A (Hold):''' '''Gunner mode''' Fires the ship's &amp;quot;focus&amp;quot; fire, using the gunner options, locking onto the closest enemies until they are destroyed or the A button is realesed&lt;br /&gt;
* '''B:''' Detonates a Bomb if there is at least one bomb in stock&lt;br /&gt;
* '''C''': Auto-fire for the player's standard spread shot.&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships  ===&lt;br /&gt;
====Fighter/Pilot selection====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Ship&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pilot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Aircraft&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Speed&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Power&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | position&amp;lt;br/&amp;gt;of hitbox&lt;br /&gt;
|-&lt;br /&gt;
! Pointblank !! Far &lt;br /&gt;
|-&lt;br /&gt;
| '''Fighter Type-A GAMBLER ''' || [[File:Ring.jpg|thumb|Ring|x300px]] || [[File:Progear Plane A.gif|frameless]] || Normal || Wide Shot|| Strong|| Weak  || [[File:Progear hitbox gambler.png|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Fighter Type-B MILITANT''' || [[File:Progear Bolt.jpg|thumb|Bolt|x300px]] || [[File:Progear Plane B.gif|frameless]] || Fast || Straight Shot|| Medium || Medium  || [[File:Progear hitbox militant.png|frameless]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
====Gunner selection====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gunner&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Co-pilot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gunner option&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fire&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Speed in&amp;lt;br/&amp;gt;gunner mode&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Lock speed&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Power&lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Alpha''' || [[File:Progear Chain.jpg|thumb|Chain|x300px]] || [[File:Progear Gunner option type alpha.gif|frameless]] || Straight || Slow || Slow|| Strong&lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Beta''' || [[File:Progear Nail.jpg|thumb|Nail|x300px]] || [[File:Progear Gunner option type beta.gif|frameless]] || Wide || Fast || Fast|| Weak &lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Gamma ''' || [[File:Progear Rivet.jpg|thumb|Rivet|x300px]] || [[File:Progear Gunner option type gamma.gif|frameless]] || Homing || Medium || Medium || Strong&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gunner formation====&lt;br /&gt;
It is possible to change the formation of your gunner options by using some specific inputs during the gunner selection screen&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear system form normal alpha.jpg|frameless]] [[File:Progear system formation normal beta.jpg|frameless]] [[File:Progear system formation normal gamma.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
* '''Center up and down''': By pressing 2P start (or 1P start for 2P) while selecting the gunner,the gunner options will  up and down in the center. &lt;br /&gt;
&lt;br /&gt;
[[File:Progear Center up and down formation.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* '''Forward up and down''': By pressing both A and B buttons, while holding the 2P start (or 1P start for 2P) during the gunner selection, the gunner options will be up and down in front of the aircraft. 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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Forward up and down formation.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
====Change of clothes====&lt;br /&gt;
&lt;br /&gt;
By pressing 1P during the pilot or the gunner selection screen, the clothes will be changed to 2P clothes.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Clothes change.jpg|thumb|center|1P Nail in 2P clothes]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear power up.jpg|center|frameless]] || '''Power Up'''&amp;lt;br/&amp;gt;Increases your attack power (max power after the 4th item)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear power max.jpg|center|frameless]] || '''Max Power Up'''&amp;lt;br/&amp;gt;Instantly grants max power (only appears after losing all lives)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear bomb.jpg|center|frameless]] || '''Bomb'''&amp;lt;br/&amp;gt;Increases your bomb stock by 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear diamond ring.jpg|center|frameless]] || '''Ring'''&amp;lt;br/&amp;gt;Produced when canceling bullet by killing enemies fighter mode (shot)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear diamond stone.jpg|center|frameless]] || '''Stone/Jewel'''&amp;lt;br/&amp;gt;Produced when canceling bullet by killing enemies gunner mode (option lock)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear 1UP mini.jpg|frameless|center]] || '''1-Up'''&amp;lt;br/&amp;gt;Rewards the player with one extra life&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
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) :&lt;br /&gt;
it reaches the right side of the screen&lt;br /&gt;
the jewel counter has run out&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage !! Jewels&lt;br /&gt;
|-&lt;br /&gt;
| 1st || 2000&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 4000&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 8000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 2nd loop || 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Extends and 1UP item===&lt;br /&gt;
&lt;br /&gt;
With the default settings, the player gets his first score extend at 3 million, then one every 4 million after. &lt;br /&gt;
&lt;br /&gt;
There is a hidden 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.&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
If the player hitbox collides with a bullet or an enemy hitbox, 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.&lt;br /&gt;
&lt;br /&gt;
But this does not always work. For example, on its final form, the 5th boss doesn't take any damage from the explosion.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
After clearing the 1st loop, if any of these requirements is met, the player will access the 2nd loop:&lt;br /&gt;
* number of bombs used is 2 or less.&lt;br /&gt;
* sum of bombs used and lives lost is 7 or less.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the 2nd loop, the jewel counter is doubled.&lt;br /&gt;
&lt;br /&gt;
Several changes occur during the 2nd loop compared to the 1st:&lt;br /&gt;
* The player cannot earn score extend anymore.&lt;br /&gt;
* The position and number of enemies is not exactly the same as in the 1rst loop&lt;br /&gt;
* When killed, the enemies will release revenge bullets aimed toward the player (but not completely straight at him)&lt;br /&gt;
* Every time the player dies, if the boss battle has not started, the player will start from the beginning of the current stage.&lt;br /&gt;
* Several bosses will have additional phases and attacks&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
===Jeweling===&lt;br /&gt;
Enemy bullets that are caught in enemies explosion disappear and become scoring items (rings or gems)&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
If the player cancels bullets while being in Gunner mode (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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The value of Rings and Jewels is shown in the following table: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value as&amp;lt;br/&amp;gt;Ring&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value as&amp;lt;br/&amp;gt;Jewel&lt;br /&gt;
|-&lt;br /&gt;
! Sprite !! Value !! Sprite !! Value&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Amethyst (small) || [[File:Progear amethyst ring small.jpg|frameless|center]] || 10 || [[File:Progear amethyst small.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Amethyst (medium) || [[File:Progear amethyst ring medium.jpg|frameless|center]] || 20 || [[File:Progear amethyst medium.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Amethyst (big) || [[File:Progear amethyst ring big.jpg|frameless|center]] || 30 || [[File:Progear amethyst big.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Ruby (small) || [[File:Progear ruby ring small.jpg|frameless|center]] || 40 || [[File:Progear ruby small.jpg|frameless|center]] || 20&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Ruby (medium) || [[File:Progear ruby ring medium.jpg|frameless|center]] || 50 || [[File:Progear ruby medium.jpg|frameless|center]] || 40&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Ruby (big) || [[File:Progear ruby ring big.jpg|frameless|center]] || 60 || [[File:Progear ruby big.jpg|frameless|center]] || 80&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Emerald (small) || [[File:Progear emerald ring small.jpg|frameless|center]] || 70 || [[File:Progear emerald small.jpg|frameless|center]] || 160&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Emerald (medium) || [[File:Progear emerald ring medium.jpg|frameless|center]] || 80 || [[File:Progear emerald medium.jpg|frameless|center]] || 320&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Emerald (big) || [[File:Progear emerald ring big.jpg|frameless|center]] || 90 || [[File:Progear emerald big.jpg|frameless|center]] || 640&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Diamond || [[File:Progear_diamond_ring.jpg|frameless|center]] || 100 || [[File:Progear_diamond_stone.jpg|frameless|center]] || 1280&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chain reactions===&lt;br /&gt;
When the player destroys an enemy in Gunner mode,bullets on the sprite of the explosion will be cancelled and turn into jewels. However, if some other bullets are close enough from these jewels, the cancel reaction might propagate. The propagation is easier the higher the value of the jewel is. There are several spots in the game where enemies keep shooting at the player and if the players leave them alive, it is possible to start a cancel reaction that will go on as long as the bullets are set up in a specific way allowing this to happen.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Gif chain reaction.gif|thumb|Chain reaction at the end of stage 1]]&lt;br /&gt;
&lt;br /&gt;
===Jewel counter===&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
===Bomb stacking===&lt;br /&gt;
&lt;br /&gt;
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. There is also an animation of children waving a flag next to the player bomb stock while this bonus is active.&lt;br /&gt;
&lt;br /&gt;
Stacking bombs increases the jewel counter by 10 000 (20 000 if the player is already in « x2 mode »).&lt;br /&gt;
&lt;br /&gt;
Usually, the lower limit of ring/jewel is small amethyst (level 1), but it rises as follows each time the stacking is repeated. Repeated stacking will allow the player to prepare diamond rings with a smaller number of bullets, making it easier to earn and safer. This is especially useful during the second loop.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 1st time || Amethyst big (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 2nd time || Ruby small (Level 4)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 3rd time || Ruby big (Level 6)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 4th time || Emerald small (Level 7)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 5th time or more || Emerald big (Level 9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the player die or use a bomb, the lower limit of ring/jewel will return to small amethyst (level 1).&lt;br /&gt;
&lt;br /&gt;
===Shooting/Tick points===&lt;br /&gt;
When the player is in fighter mode, every time a bullet hits an enemy, the player will earn points according to the following formula :&lt;br /&gt;
Shooting point = (Jewel counter / 10000 (rounded down to the nearest whole number)) x 10 &lt;br /&gt;
&lt;br /&gt;
If the player is in « x2 mode », this number is multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
The notations such as &amp;quot;+10&amp;quot; and &amp;quot;+ 150 × 2&amp;quot; that sometimes appear on the jewel counter display indicate the shooting point.&lt;br /&gt;
That's why, for scoring optimisation, dealing damage to bosses at pointblank range using Shot is recommanded.&lt;br /&gt;
&lt;br /&gt;
===Stage clear bonus===&lt;br /&gt;
When the player clears a stage, he receives a score bonus equal to the jewel counter multiplied by 10. If the « x2 mode » is active (see Bomb stacking), this bonus is multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
===ALL clear bonus===&lt;br /&gt;
If the player clears both loops, he will receive a ALL clear bonus :&lt;br /&gt;
* 5 million points per remaining extend&lt;br /&gt;
* 1 million points per remaining bomb&lt;br /&gt;
* Jewel counter x 20&lt;br /&gt;
&lt;br /&gt;
2-5 also has a Stage clear bonus, so if the player clears, he will get both a STAGE clear bonus and an ALL clear bonus.&lt;br /&gt;
&lt;br /&gt;
==Affection system==&lt;br /&gt;
&lt;br /&gt;
The affection of the accompanying gunner to the pilot changes depending on the way the player plays . The affection level influences the gunner's facial expression and ending when clearing STAGE, and aircraft performance of a specific combination (Ring/Rivet and Bolt/Chain). &lt;br /&gt;
&lt;br /&gt;
The level of activity (ACTIVE), the level of safety (SAFE), and the level of Affection (LOVELY) are evaluated on a 73-point scale from 0 to 72, respectively.&lt;br /&gt;
&lt;br /&gt;
  Activity level (ACTIVE) = (activity level counter / 4096) x 72&lt;br /&gt;
  Safety level (SAVE) = ((safety level counter-near miss counter) / 100000) x 72&lt;br /&gt;
  Affection (LOVELY) = (activity level + safety level) / 2&lt;br /&gt;
&lt;br /&gt;
  Affection level =&lt;br /&gt;
    When ACTIVE is 72 and SAFETY is 72: LEVEL6&lt;br /&gt;
    When ACTIVE is 48 or higher and SAFETY is 48 or higher: LEVEL5&lt;br /&gt;
    When ACTIVE is 48 or higher and SAFETY is 24 or higher: LEVEL4 (Part 1)&lt;br /&gt;
    When ACTIVE is 24 or higher and SAFETY is 48 or higher: LEVEL4 (Part 2) &lt;br /&gt;
    When ACTIVE is 48 or more and SAFETY is less than 24: LEVEL3 (Part 1)&lt;br /&gt;
    When ACTIVE is less than 24 and SAFETY is 48 or more: LEVEL3 (Part 2) &lt;br /&gt;
    When ACTIVE is 24 or higher and SAFETY is 24 or higher: LEVEL3 (Part 3) &lt;br /&gt;
    When ACTIVE is 24 or more and SAFETY is less than 24: LEVEL2 (Part 1) &lt;br /&gt;
    When ACTIVE is less than 24 and SAFETY is 24 or more: LEVEL2 (Part 2) &lt;br /&gt;
    If ACTIVE is less than 24 and SAFETY is less than 24: LEVEL1&lt;br /&gt;
&lt;br /&gt;
===Activity counter===&lt;br /&gt;
&lt;br /&gt;
When the activity jewel counter, which will be described later, exceeds 128, a certain amount will be added each time jeweling is performed.&lt;br /&gt;
The value to be added varies from stage to stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 || Stage 2 || Stage 3 || Stage 4 || Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| 256 || 85 || 85 || 64 || 51&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is an upper limit to the number of additions for each stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|   ||Stage 1 || Stage 2 || Stage 3 || Stage 4 || Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| Maximum number of additions  || 6 times || 17 times || 17 times || 22 times || 28 times&lt;br /&gt;
|-&lt;br /&gt;
| Activity counter than can be acquired in this stage  || 1536 (256x6) || 1445 (85x17) || 1445 (85x17) || 1408 (64x22) || 1428 (51x28)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* After the addition, 128 jewel counters for activity will be subtracted.&lt;br /&gt;
* Even if the player makes a mistake or continue, it will not decrease.&lt;br /&gt;
* if the player scores a little, he reach the upper limit immediately, so it is difficult to see differences during different runs.&lt;br /&gt;
* When the activity counter is 4096 or more, the activity level will be 72 (MAX level) (achieved on stage 3 in the best case).&lt;br /&gt;
&lt;br /&gt;
===Jewel counter for activity (0 to 14524)===&lt;br /&gt;
&lt;br /&gt;
When a ring or jewel appears by jeweling, the following values ​​are added (subtracted) for each ring / jewel (regardless of whether it is collected or not). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  Jewel || Best couple || Other than the best couple&lt;br /&gt;
|-&lt;br /&gt;
| Ring || -1 || -1 &lt;br /&gt;
|-&lt;br /&gt;
| Amethyst jewel || -1 || -1 &lt;br /&gt;
|-&lt;br /&gt;
| Ruby jewel || +3 || +2&lt;br /&gt;
|-&lt;br /&gt;
| Emerald jewel || +4 || +3&lt;br /&gt;
|-&lt;br /&gt;
| Diamond jewel || +6 || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When the activity jewel counter exceeds 128, the activity counter increases by a certain amount and the activity jewel counter is subtracted by 128. &lt;br /&gt;
&lt;br /&gt;
===Safety counter (-10000 to 150000)===&lt;br /&gt;
&lt;br /&gt;
The safety counter is calculated from the following five factors. &lt;br /&gt;
&lt;br /&gt;
  Safety counter =&lt;br /&gt;
    ＋ Initial value (33000 or 5000)&lt;br /&gt;
    ＋ Positioning of the aircraft (-10 to +5 for each frame)&lt;br /&gt;
    ＋ Enemy left (-4 per frame when considered to be dangerous enemy left)&lt;br /&gt;
    ＋ Bomb (+6000 per bomb use)&lt;br /&gt;
    ＋ Miss (-10000 per death)&lt;br /&gt;
    - Near-Miss Counter &lt;br /&gt;
&lt;br /&gt;
'''initial value'''&lt;br /&gt;
The initial value of the safety counter is different depending on the compatibility of the Pilot/Gunner couple. Ring/Chain and Bolt/Nail which are the best couples start at 33000, and the other couples start at 5000. After using a continue, the safety counter is reset to its initial value.&lt;br /&gt;
&lt;br /&gt;
'''Positioning of the aircraft'''&lt;br /&gt;
The safety counter increases or decreases depending on where the aircraft is located in each area where the x-axis is divided into 23. The amount of increase / decrease per frame is set as follows. &lt;br /&gt;
&lt;br /&gt;
1, 2, 3, 4, 5, 5, 2, 2, 1, 1, 0, -1, -1, -2, -2, -4, -4, -6, -6, -8,- 8, -10, -10&lt;br /&gt;
&lt;br /&gt;
The fastest increase in safety is in the area where 5 is set, which is roughly between the green lines in the image below. &lt;br /&gt;
&lt;br /&gt;
[[File:Progear Safety area.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
During the bomb, the safety counter will stop increasing or decreasing due to the positioning of the aircraft. &lt;br /&gt;
&lt;br /&gt;
'''Enemy left'''&lt;br /&gt;
&lt;br /&gt;
When all of the following conditions are met, the safety counter will decrease by -4 per frame.&lt;br /&gt;
* Enemy approaching the player&lt;br /&gt;
* The player didn't shot i the last 75 frames&lt;br /&gt;
* There are 6 or more enemy sprites (medium / large enemies have multiple sprites, and some of the sprites used in background animation etc. are included in this count).&lt;br /&gt;
* 20 or more enemy bullets&lt;br /&gt;
&lt;br /&gt;
'''Near miss counter (0-50000)'''&lt;br /&gt;
&lt;br /&gt;
The number of enemy bullets judged to be close to the aircraft is counted every 2 frames and added.&lt;br /&gt;
+2 will be added for each bullet, but only +1 during boss battles.&lt;br /&gt;
Even after a death or continue, it will not decrease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The safety level becomes 72 (MAX level) when the safety level reaches 100,000.&lt;br /&gt;
&lt;br /&gt;
===Gunner's facial expression===&lt;br /&gt;
&lt;br /&gt;
The Gunner's facial expression changes depending on the level of affection when clearing STAGE.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  Affection Level || Chain || Nail || Rivet&lt;br /&gt;
|-&lt;br /&gt;
|   Level 1 || [[File:Affection Chain level 1.png|frameless|center]] || [[File:Affection Ring level 1.png|frameless|center]] || [[File:Affection Rivet level 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 2 (Part 1) || [[File:Affection Chain level 2 part 1.png|frameless|center]] || [[File:Affection Nail level 2 part 1.png|frameless|center]] || [[File:Affection Rivet level 2 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 2 (Part 2) || [[File:Affection Chain level 2 part 2.png|frameless|center]] || [[File:Affection Nail level 2 part 2.png|frameless|center]] || [[File:Affection Rivet level 2 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 1) || [[File:Affection Chain level 3 part 1.png|frameless|center]] || [[File:Affection Nail level 3 part 1.png|frameless|center]] || [[File:Affection Rivet level 3 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 2) || [[File:Affection Rivet level 3 part 2.png|frameless|center]] || [[File:Affection Nail level 3 part 2.png|frameless|center]] || [[File:Affection Chain level 3 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 3) || [[File:Affection Chain level 3 part 3.png|frameless|center]] || [[File:Affection Nail level 3 part 3.png|frameless|center]] || [[File:Affection Rivet level 3 part 3.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 4 (Part 1) || [[File:Affection Chain level 4 part 1.png|frameless|center]] || [[File:Affection Nail level 4 part 1.png|frameless|center]] || [[File:Affection Rivet level 4 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 4 (Part 2) || [[File:Affection Chain level 4 part 2.png|frameless|center]] || [[File:Affection Nail level 4 part 2.png|frameless|center]] || [[File:Affection Rivet level 4 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 5 || [[File:Affection Chain level 5 .png|frameless|center]] || [[File:Affection Nail level 5 .png|frameless|center]] || [[File:Affection Rivet level 5 .png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 6 || [[File:Affection Chain level 6.png|frameless|center]] || [[File:Affection Nail level 6.png|frameless|center]] || [[File:Affection Rivet level 6.png|frameless|center]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ending===&lt;br /&gt;
After a clear, if the Affection level is LEVEL 4 or less, it will be a normal ending. If it is LEVEL 5 or more, it will be a true ending.&lt;br /&gt;
If the player clears both loops without using a continue, he will always get a true ending.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
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 &amp;quot;The Professional Gear&amp;quot;, or just &amp;quot;Progear&amp;quot;. 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 &amp;quot;the Motorouin&amp;quot; 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 &amp;quot;The Punishment of the Sages&amp;quot;.&lt;br /&gt;
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 &amp;quot;Gun Flyer&amp;quot; and installed it in all of their planes. The Storm of Progear was about to begin!&lt;br /&gt;
&lt;br /&gt;
== Development Team ==&lt;br /&gt;
'''Cave'''&lt;br /&gt;
* Producer = Kenichi Takano&lt;br /&gt;
* Director = Junya Inoue&lt;br /&gt;
* Program = Tsuneki Ikeda,Satoshi Kouyama,Takashi Ishimura&lt;br /&gt;
* Designers = Akira Wakabayashi,Hiroyuki Tanaka,Fusayuki Watariguchi,Kengo Arai&lt;br /&gt;
* Sound producer = Junya Inoue&lt;br /&gt;
* Music = Yukinori Kikuchi&lt;br /&gt;
* Sound effecter = Ryuichi Yabuki&lt;br /&gt;
* Special assist = Tosiaki Tomizawa&lt;br /&gt;
* Character voice = Mitsuo Furusawa&amp;lt;,Junya Inoue,Aki Sibata,Midori Katou,Masayo Hirasaka&lt;br /&gt;
* Special thanks = Yasushi Imai&lt;br /&gt;
* Character &amp;amp; mechanic design = Junya Inoue&lt;br /&gt;
&lt;br /&gt;
'''Capcom'''&lt;br /&gt;
* Producer = Tatsuya Minami&lt;br /&gt;
* Support research &amp;amp; development : Tomoshi Sadamoto&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
The game has two official version : the Japanese version which was the original version of the game and the US version.&lt;br /&gt;
The US version removes all of the voice acting from characters. &lt;br /&gt;
In the Japanese, enemies have more health and shoot more bullets.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
[[Progear_no_Arashi/Video_Index|Video index for Progear no Arashi]]&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Scoring info and formatting work provided by [[User:Juju Kenobi|Juju Kenobi]] &lt;br /&gt;
# Scoring info https://w.atwiki.jp/progear/&lt;br /&gt;
# Item and characters sprites taken from http://http://www.world-of-arcades.net/Cave/Progear/Characters.htm&lt;/div&gt;</summary>
		<author><name>Juju Kenobi</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Progear_Gif_chain_reaction.gif&amp;diff=8931</id>
		<title>File:Progear Gif chain reaction.gif</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Progear_Gif_chain_reaction.gif&amp;diff=8931"/>
		<updated>2021-04-11T21:40:55Z</updated>

		<summary type="html">&lt;p&gt;Juju Kenobi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Progear Gif chain reaction&lt;/div&gt;</summary>
		<author><name>Juju Kenobi</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Progear_no_Arashi&amp;diff=8930</id>
		<title>Progear no Arashi</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Progear_no_Arashi&amp;diff=8930"/>
		<updated>2021-04-11T21:16:37Z</updated>

		<summary type="html">&lt;p&gt;Juju Kenobi: /* Affection system */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Progear logo.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #6dc2ca&lt;br /&gt;
| innerbordercolor = #eeeeac&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #fefafb&lt;br /&gt;
| image = Progear poster.jpg&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagescalepx = 180px&lt;br /&gt;
| developer = [[CAVE]]&lt;br /&gt;
| music = Yukinori Kikuchi&lt;br /&gt;
| program = Tsuneki Ikeda&amp;lt;br/&amp;gt;Satoshi Kouyama&amp;lt;br/&amp;gt;Takashi Ishimura&lt;br /&gt;
| art = Junya Inoue&lt;br /&gt;
| releasedate =  January 17, 2001&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''[[Progear no Arashi]]''(プロギアの嵐, &amp;quot;Storm of Progear&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Progear is a three-button shooter. Button C is disabled by default but can be enabled in the service menu.&lt;br /&gt;
&lt;br /&gt;
There are five stages in the game, with a second loop beginning at the end of stage five if one  of the requirements for the 2nd loop is met. Upon reaching the end of the second loop, the player will fight the True Last Boss. &lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''A (Press):''' '''Fighter mode''' Fires the standard shot weapon.&lt;br /&gt;
* '''A (Hold):''' '''Gunner mode''' Fires the ship's &amp;quot;focus&amp;quot; fire, using the gunner options, locking onto the closest enemies until they are destroyed or the A button is realesed&lt;br /&gt;
* '''B:''' Detonates a Bomb if there is at least one bomb in stock&lt;br /&gt;
* '''C''': Auto-fire for the player's standard spread shot.&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships  ===&lt;br /&gt;
====Fighter/Pilot selection====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Ship&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pilot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Aircraft&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Speed&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Power&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | position&amp;lt;br/&amp;gt;of hitbox&lt;br /&gt;
|-&lt;br /&gt;
! Pointblank !! Far &lt;br /&gt;
|-&lt;br /&gt;
| '''Fighter Type-A GAMBLER ''' || [[File:Ring.jpg|thumb|Ring|x300px]] || [[File:Progear Plane A.gif|frameless]] || Normal || Wide Shot|| Strong|| Weak  || [[File:Progear hitbox gambler.png|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Fighter Type-B MILITANT''' || [[File:Progear Bolt.jpg|thumb|Bolt|x300px]] || [[File:Progear Plane B.gif|frameless]] || Fast || Straight Shot|| Medium || Medium  || [[File:Progear hitbox militant.png|frameless]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
====Gunner selection====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gunner&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Co-pilot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gunner option&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fire&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Speed in&amp;lt;br/&amp;gt;gunner mode&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Lock speed&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Power&lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Alpha''' || [[File:Progear Chain.jpg|thumb|Chain|x300px]] || [[File:Progear Gunner option type alpha.gif|frameless]] || Straight || Slow || Slow|| Strong&lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Beta''' || [[File:Progear Nail.jpg|thumb|Nail|x300px]] || [[File:Progear Gunner option type beta.gif|frameless]] || Wide || Fast || Fast|| Weak &lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Gamma ''' || [[File:Progear Rivet.jpg|thumb|Rivet|x300px]] || [[File:Progear Gunner option type gamma.gif|frameless]] || Homing || Medium || Medium || Strong&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gunner formation====&lt;br /&gt;
It is possible to change the formation of your gunner options by using some specific inputs during the gunner selection screen&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear system form normal alpha.jpg|frameless]] [[File:Progear system formation normal beta.jpg|frameless]] [[File:Progear system formation normal gamma.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
* '''Center up and down''': By pressing 2P start (or 1P start for 2P) while selecting the gunner,the gunner options will  up and down in the center. &lt;br /&gt;
&lt;br /&gt;
[[File:Progear Center up and down formation.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* '''Forward up and down''': By pressing both A and B buttons, while holding the 2P start (or 1P start for 2P) during the gunner selection, the gunner options will be up and down in front of the aircraft. 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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Forward up and down formation.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
====Change of clothes====&lt;br /&gt;
&lt;br /&gt;
By pressing 1P during the pilot or the gunner selection screen, the clothes will be changed to 2P clothes.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Clothes change.jpg|thumb|center|1P Nail in 2P clothes]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear power up.jpg|center|frameless]] || '''Power Up'''&amp;lt;br/&amp;gt;Increases your attack power (max power after the 4th item)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear power max.jpg|center|frameless]] || '''Max Power Up'''&amp;lt;br/&amp;gt;Instantly grants max power (only appears after losing all lives)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear bomb.jpg|center|frameless]] || '''Bomb'''&amp;lt;br/&amp;gt;Increases your bomb stock by 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear diamond ring.jpg|center|frameless]] || '''Ring'''&amp;lt;br/&amp;gt;Produced when canceling bullet by killing enemies fighter mode (shot)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear diamond stone.jpg|center|frameless]] || '''Stone/Jewel'''&amp;lt;br/&amp;gt;Produced when canceling bullet by killing enemies gunner mode (option lock)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear 1UP mini.jpg|frameless|center]] || '''1-Up'''&amp;lt;br/&amp;gt;Rewards the player with one extra life&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
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) :&lt;br /&gt;
it reaches the right side of the screen&lt;br /&gt;
the jewel counter has run out&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage !! Jewels&lt;br /&gt;
|-&lt;br /&gt;
| 1st || 2000&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 4000&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 8000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 2nd loop || 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Extends and 1UP item===&lt;br /&gt;
&lt;br /&gt;
With the default settings, the player gets his first score extend at 3 million, then one every 4 million after. &lt;br /&gt;
&lt;br /&gt;
There is a hidden 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.&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
If the player hitbox collides with a bullet or an enemy hitbox, 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.&lt;br /&gt;
&lt;br /&gt;
But this does not always work. For example, on its final form, the 5th boss doesn't take any damage from the explosion.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
After clearing the 1st loop, if any of these requirements is met, the player will access the 2nd loop:&lt;br /&gt;
* number of bombs used is 2 or less.&lt;br /&gt;
* sum of bombs used and lives lost is 7 or less.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the 2nd loop, the jewel counter is doubled.&lt;br /&gt;
&lt;br /&gt;
Several changes occur during the 2nd loop compared to the 1st:&lt;br /&gt;
* The player cannot earn score extend anymore.&lt;br /&gt;
* The position and number of enemies is not exactly the same as in the 1rst loop&lt;br /&gt;
* When killed, the enemies will release revenge bullets aimed toward the player (but not completely straight at him)&lt;br /&gt;
* Every time the player dies, if the boss battle has not started, the player will start from the beginning of the current stage.&lt;br /&gt;
* Several bosses will have additional phases and attacks&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
===Jeweling===&lt;br /&gt;
Enemy bullets that are caught in enemies explosion disappear and become scoring items (rings or gems)&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
If the player cancels bullets while being in Gunner mode (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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The value of Rings and Jewels is shown in the following table: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value as&amp;lt;br/&amp;gt;Ring&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value as&amp;lt;br/&amp;gt;Jewel&lt;br /&gt;
|-&lt;br /&gt;
! Sprite !! Value !! Sprite !! Value&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Amethyst (small) || [[File:Progear amethyst ring small.jpg|frameless|center]] || 10 || [[File:Progear amethyst small.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Amethyst (medium) || [[File:Progear amethyst ring medium.jpg|frameless|center]] || 20 || [[File:Progear amethyst medium.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Amethyst (big) || [[File:Progear amethyst ring big.jpg|frameless|center]] || 30 || [[File:Progear amethyst big.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Ruby (small) || [[File:Progear ruby ring small.jpg|frameless|center]] || 40 || [[File:Progear ruby small.jpg|frameless|center]] || 20&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Ruby (medium) || [[File:Progear ruby ring medium.jpg|frameless|center]] || 50 || [[File:Progear ruby medium.jpg|frameless|center]] || 40&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Ruby (big) || [[File:Progear ruby ring big.jpg|frameless|center]] || 60 || [[File:Progear ruby big.jpg|frameless|center]] || 80&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Emerald (small) || [[File:Progear emerald ring small.jpg|frameless|center]] || 70 || [[File:Progear emerald small.jpg|frameless|center]] || 160&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Emerald (medium) || [[File:Progear emerald ring medium.jpg|frameless|center]] || 80 || [[File:Progear emerald medium.jpg|frameless|center]] || 320&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Emerald (big) || [[File:Progear emerald ring big.jpg|frameless|center]] || 90 || [[File:Progear emerald big.jpg|frameless|center]] || 640&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Diamond || [[File:Progear_diamond_ring.jpg|frameless|center]] || 100 || [[File:Progear_diamond_stone.jpg|frameless|center]] || 1280&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chain reactions===&lt;br /&gt;
When the player destroys an enemy in Gunner mode,bullets on the sprite of the explosion will be cancelled and turn into jewels. However, if some other bullets are close enough from these jewels, the cancel reaction might propagate. The propagation is easier the higher the value of the jewel is. There are several spots in the game where enemies keep shooting at the player and if the players leave them alive, it is possible to start a cancel reaction that will go on as long as the bullets are set up in a specific way allowing this to happen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Jewel counter===&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
===Bomb stacking===&lt;br /&gt;
&lt;br /&gt;
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. There is also an animation of children waving a flag next to the player bomb stock while this bonus is active.&lt;br /&gt;
&lt;br /&gt;
Stacking bombs increases the jewel counter by 10 000 (20 000 if the player is already in « x2 mode »).&lt;br /&gt;
&lt;br /&gt;
Usually, the lower limit of ring/jewel is small amethyst (level 1), but it rises as follows each time the stacking is repeated. Repeated stacking will allow the player to prepare diamond rings with a smaller number of bullets, making it easier to earn and safer. This is especially useful during the second loop.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 1st time || Amethyst big (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 2nd time || Ruby small (Level 4)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 3rd time || Ruby big (Level 6)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 4th time || Emerald small (Level 7)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 5th time or more || Emerald big (Level 9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the player die or use a bomb, the lower limit of ring/jewel will return to small amethyst (level 1).&lt;br /&gt;
&lt;br /&gt;
===Shooting/Tick points===&lt;br /&gt;
When the player is in fighter mode, every time a bullet hits an enemy, the player will earn points according to the following formula :&lt;br /&gt;
Shooting point = (Jewel counter / 10000 (rounded down to the nearest whole number)) x 10 &lt;br /&gt;
&lt;br /&gt;
If the player is in « x2 mode », this number is multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
The notations such as &amp;quot;+10&amp;quot; and &amp;quot;+ 150 × 2&amp;quot; that sometimes appear on the jewel counter display indicate the shooting point.&lt;br /&gt;
That's why, for scoring optimisation, dealing damage to bosses at pointblank range using Shot is recommanded.&lt;br /&gt;
&lt;br /&gt;
===Stage clear bonus===&lt;br /&gt;
When the player clears a stage, he receives a score bonus equal to the jewel counter multiplied by 10. If the « x2 mode » is active (see Bomb stacking), this bonus is multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
===ALL clear bonus===&lt;br /&gt;
If the player clears both loops, he will receive a ALL clear bonus :&lt;br /&gt;
* 5 million points per remaining extend&lt;br /&gt;
* 1 million points per remaining bomb&lt;br /&gt;
* Jewel counter x 20&lt;br /&gt;
&lt;br /&gt;
2-5 also has a Stage clear bonus, so if the player clears, he will get both a STAGE clear bonus and an ALL clear bonus.&lt;br /&gt;
&lt;br /&gt;
==Affection system==&lt;br /&gt;
&lt;br /&gt;
The affection of the accompanying gunner to the pilot changes depending on the way the player plays . The affection level influences the gunner's facial expression and ending when clearing STAGE, and aircraft performance of a specific combination (Ring/Rivet and Bolt/Chain). &lt;br /&gt;
&lt;br /&gt;
The level of activity (ACTIVE), the level of safety (SAFE), and the level of Affection (LOVELY) are evaluated on a 73-point scale from 0 to 72, respectively.&lt;br /&gt;
&lt;br /&gt;
  Activity level (ACTIVE) = (activity level counter / 4096) x 72&lt;br /&gt;
  Safety level (SAVE) = ((safety level counter-near miss counter) / 100000) x 72&lt;br /&gt;
  Affection (LOVELY) = (activity level + safety level) / 2&lt;br /&gt;
&lt;br /&gt;
  Affection level =&lt;br /&gt;
    When ACTIVE is 72 and SAFETY is 72: LEVEL6&lt;br /&gt;
    When ACTIVE is 48 or higher and SAFETY is 48 or higher: LEVEL5&lt;br /&gt;
    When ACTIVE is 48 or higher and SAFETY is 24 or higher: LEVEL4 (Part 1)&lt;br /&gt;
    When ACTIVE is 24 or higher and SAFETY is 48 or higher: LEVEL4 (Part 2) &lt;br /&gt;
    When ACTIVE is 48 or more and SAFETY is less than 24: LEVEL3 (Part 1)&lt;br /&gt;
    When ACTIVE is less than 24 and SAFETY is 48 or more: LEVEL3 (Part 2) &lt;br /&gt;
    When ACTIVE is 24 or higher and SAFETY is 24 or higher: LEVEL3 (Part 3) &lt;br /&gt;
    When ACTIVE is 24 or more and SAFETY is less than 24: LEVEL2 (Part 1) &lt;br /&gt;
    When ACTIVE is less than 24 and SAFETY is 24 or more: LEVEL2 (Part 2) &lt;br /&gt;
    If ACTIVE is less than 24 and SAFETY is less than 24: LEVEL1&lt;br /&gt;
&lt;br /&gt;
===Activity counter===&lt;br /&gt;
&lt;br /&gt;
When the activity jewel counter, which will be described later, exceeds 128, a certain amount will be added each time jeweling is performed.&lt;br /&gt;
The value to be added varies from stage to stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 || Stage 2 || Stage 3 || Stage 4 || Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| 256 || 85 || 85 || 64 || 51&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is an upper limit to the number of additions for each stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|   ||Stage 1 || Stage 2 || Stage 3 || Stage 4 || Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| Maximum number of additions  || 6 times || 17 times || 17 times || 22 times || 28 times&lt;br /&gt;
|-&lt;br /&gt;
| Activity counter than can be acquired in this stage  || 1536 (256x6) || 1445 (85x17) || 1445 (85x17) || 1408 (64x22) || 1428 (51x28)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* After the addition, 128 jewel counters for activity will be subtracted.&lt;br /&gt;
* Even if the player makes a mistake or continue, it will not decrease.&lt;br /&gt;
* if the player scores a little, he reach the upper limit immediately, so it is difficult to see differences during different runs.&lt;br /&gt;
* When the activity counter is 4096 or more, the activity level will be 72 (MAX level) (achieved on stage 3 in the best case).&lt;br /&gt;
&lt;br /&gt;
===Jewel counter for activity (0 to 14524)===&lt;br /&gt;
&lt;br /&gt;
When a ring or jewel appears by jeweling, the following values ​​are added (subtracted) for each ring / jewel (regardless of whether it is collected or not). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  Jewel || Best couple || Other than the best couple&lt;br /&gt;
|-&lt;br /&gt;
| Ring || -1 || -1 &lt;br /&gt;
|-&lt;br /&gt;
| Amethyst jewel || -1 || -1 &lt;br /&gt;
|-&lt;br /&gt;
| Ruby jewel || +3 || +2&lt;br /&gt;
|-&lt;br /&gt;
| Emerald jewel || +4 || +3&lt;br /&gt;
|-&lt;br /&gt;
| Diamond jewel || +6 || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When the activity jewel counter exceeds 128, the activity counter increases by a certain amount and the activity jewel counter is subtracted by 128. &lt;br /&gt;
&lt;br /&gt;
===Safety counter (-10000 to 150000)===&lt;br /&gt;
&lt;br /&gt;
The safety counter is calculated from the following five factors. &lt;br /&gt;
&lt;br /&gt;
  Safety counter =&lt;br /&gt;
    ＋ Initial value (33000 or 5000)&lt;br /&gt;
    ＋ Positioning of the aircraft (-10 to +5 for each frame)&lt;br /&gt;
    ＋ Enemy left (-4 per frame when considered to be dangerous enemy left)&lt;br /&gt;
    ＋ Bomb (+6000 per bomb use)&lt;br /&gt;
    ＋ Miss (-10000 per death)&lt;br /&gt;
    - Near-Miss Counter &lt;br /&gt;
&lt;br /&gt;
'''initial value'''&lt;br /&gt;
The initial value of the safety counter is different depending on the compatibility of the Pilot/Gunner couple. Ring/Chain and Bolt/Nail which are the best couples start at 33000, and the other couples start at 5000. After using a continue, the safety counter is reset to its initial value.&lt;br /&gt;
&lt;br /&gt;
'''Positioning of the aircraft'''&lt;br /&gt;
The safety counter increases or decreases depending on where the aircraft is located in each area where the x-axis is divided into 23. The amount of increase / decrease per frame is set as follows. &lt;br /&gt;
&lt;br /&gt;
1, 2, 3, 4, 5, 5, 2, 2, 1, 1, 0, -1, -1, -2, -2, -4, -4, -6, -6, -8,- 8, -10, -10&lt;br /&gt;
&lt;br /&gt;
The fastest increase in safety is in the area where 5 is set, which is roughly between the green lines in the image below. &lt;br /&gt;
&lt;br /&gt;
[[File:Progear Safety area.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
During the bomb, the safety counter will stop increasing or decreasing due to the positioning of the aircraft. &lt;br /&gt;
&lt;br /&gt;
'''Enemy left'''&lt;br /&gt;
&lt;br /&gt;
When all of the following conditions are met, the safety counter will decrease by -4 per frame.&lt;br /&gt;
* Enemy approaching the player&lt;br /&gt;
* The player didn't shot i the last 75 frames&lt;br /&gt;
* There are 6 or more enemy sprites (medium / large enemies have multiple sprites, and some of the sprites used in background animation etc. are included in this count).&lt;br /&gt;
* 20 or more enemy bullets&lt;br /&gt;
&lt;br /&gt;
'''Near miss counter (0-50000)'''&lt;br /&gt;
&lt;br /&gt;
The number of enemy bullets judged to be close to the aircraft is counted every 2 frames and added.&lt;br /&gt;
+2 will be added for each bullet, but only +1 during boss battles.&lt;br /&gt;
Even after a death or continue, it will not decrease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The safety level becomes 72 (MAX level) when the safety level reaches 100,000.&lt;br /&gt;
&lt;br /&gt;
===Gunner's facial expression===&lt;br /&gt;
&lt;br /&gt;
The Gunner's facial expression changes depending on the level of affection when clearing STAGE.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  Affection Level || Chain || Nail || Rivet&lt;br /&gt;
|-&lt;br /&gt;
|   Level 1 || [[File:Affection Chain level 1.png|frameless|center]] || [[File:Affection Ring level 1.png|frameless|center]] || [[File:Affection Rivet level 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 2 (Part 1) || [[File:Affection Chain level 2 part 1.png|frameless|center]] || [[File:Affection Nail level 2 part 1.png|frameless|center]] || [[File:Affection Rivet level 2 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 2 (Part 2) || [[File:Affection Chain level 2 part 2.png|frameless|center]] || [[File:Affection Nail level 2 part 2.png|frameless|center]] || [[File:Affection Rivet level 2 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 1) || [[File:Affection Chain level 3 part 1.png|frameless|center]] || [[File:Affection Nail level 3 part 1.png|frameless|center]] || [[File:Affection Rivet level 3 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 2) || [[File:Affection Rivet level 3 part 2.png|frameless|center]] || [[File:Affection Nail level 3 part 2.png|frameless|center]] || [[File:Affection Chain level 3 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 3) || [[File:Affection Chain level 3 part 3.png|frameless|center]] || [[File:Affection Nail level 3 part 3.png|frameless|center]] || [[File:Affection Rivet level 3 part 3.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 4 (Part 1) || [[File:Affection Chain level 4 part 1.png|frameless|center]] || [[File:Affection Nail level 4 part 1.png|frameless|center]] || [[File:Affection Rivet level 4 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 4 (Part 2) || [[File:Affection Chain level 4 part 2.png|frameless|center]] || [[File:Affection Nail level 4 part 2.png|frameless|center]] || [[File:Affection Rivet level 4 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 5 || [[File:Affection Chain level 5 .png|frameless|center]] || [[File:Affection Nail level 5 .png|frameless|center]] || [[File:Affection Rivet level 5 .png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 6 || [[File:Affection Chain level 6.png|frameless|center]] || [[File:Affection Nail level 6.png|frameless|center]] || [[File:Affection Rivet level 6.png|frameless|center]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ending===&lt;br /&gt;
After a clear, if the Affection level is LEVEL 4 or less, it will be a normal ending. If it is LEVEL 5 or more, it will be a true ending.&lt;br /&gt;
If the player clears both loops without using a continue, he will always get a true ending.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
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 &amp;quot;The Professional Gear&amp;quot;, or just &amp;quot;Progear&amp;quot;. 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 &amp;quot;the Motorouin&amp;quot; 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 &amp;quot;The Punishment of the Sages&amp;quot;.&lt;br /&gt;
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 &amp;quot;Gun Flyer&amp;quot; and installed it in all of their planes. The Storm of Progear was about to begin!&lt;br /&gt;
&lt;br /&gt;
== Development Team ==&lt;br /&gt;
'''Cave'''&lt;br /&gt;
* Producer = Kenichi Takano&lt;br /&gt;
* Director = Junya Inoue&lt;br /&gt;
* Program = Tsuneki Ikeda,Satoshi Kouyama,Takashi Ishimura&lt;br /&gt;
* Designers = Akira Wakabayashi,Hiroyuki Tanaka,Fusayuki Watariguchi,Kengo Arai&lt;br /&gt;
* Sound producer = Junya Inoue&lt;br /&gt;
* Music = Yukinori Kikuchi&lt;br /&gt;
* Sound effecter = Ryuichi Yabuki&lt;br /&gt;
* Special assist = Tosiaki Tomizawa&lt;br /&gt;
* Character voice = Mitsuo Furusawa&amp;lt;,Junya Inoue,Aki Sibata,Midori Katou,Masayo Hirasaka&lt;br /&gt;
* Special thanks = Yasushi Imai&lt;br /&gt;
* Character &amp;amp; mechanic design = Junya Inoue&lt;br /&gt;
&lt;br /&gt;
'''Capcom'''&lt;br /&gt;
* Producer = Tatsuya Minami&lt;br /&gt;
* Support research &amp;amp; development : Tomoshi Sadamoto&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
The game has two official version : the Japanese version which was the original version of the game and the US version.&lt;br /&gt;
The US version removes all of the voice acting from characters. &lt;br /&gt;
In the Japanese, enemies have more health and shoot more bullets.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
[[Progear_no_Arashi/Video_Index|Video index for Progear no Arashi]]&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Scoring info and formatting work provided by [[User:Juju Kenobi|Juju Kenobi]] &lt;br /&gt;
# Scoring info https://w.atwiki.jp/progear/&lt;br /&gt;
# Item and characters sprites taken from http://http://www.world-of-arcades.net/Cave/Progear/Characters.htm&lt;/div&gt;</summary>
		<author><name>Juju Kenobi</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Progear_no_Arashi&amp;diff=8929</id>
		<title>Progear no Arashi</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Progear_no_Arashi&amp;diff=8929"/>
		<updated>2021-04-11T21:11:14Z</updated>

		<summary type="html">&lt;p&gt;Juju Kenobi: /* Gunner's facial expression */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Progear logo.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #6dc2ca&lt;br /&gt;
| innerbordercolor = #eeeeac&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #fefafb&lt;br /&gt;
| image = Progear poster.jpg&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagescalepx = 180px&lt;br /&gt;
| developer = [[CAVE]]&lt;br /&gt;
| music = Yukinori Kikuchi&lt;br /&gt;
| program = Tsuneki Ikeda&amp;lt;br/&amp;gt;Satoshi Kouyama&amp;lt;br/&amp;gt;Takashi Ishimura&lt;br /&gt;
| art = Junya Inoue&lt;br /&gt;
| releasedate =  January 17, 2001&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''[[Progear no Arashi]]''(プロギアの嵐, &amp;quot;Storm of Progear&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Progear is a three-button shooter. Button C is disabled by default but can be enabled in the service menu.&lt;br /&gt;
&lt;br /&gt;
There are five stages in the game, with a second loop beginning at the end of stage five if one  of the requirements for the 2nd loop is met. Upon reaching the end of the second loop, the player will fight the True Last Boss. &lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''A (Press):''' '''Fighter mode''' Fires the standard shot weapon.&lt;br /&gt;
* '''A (Hold):''' '''Gunner mode''' Fires the ship's &amp;quot;focus&amp;quot; fire, using the gunner options, locking onto the closest enemies until they are destroyed or the A button is realesed&lt;br /&gt;
* '''B:''' Detonates a Bomb if there is at least one bomb in stock&lt;br /&gt;
* '''C''': Auto-fire for the player's standard spread shot.&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships  ===&lt;br /&gt;
====Fighter/Pilot selection====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Ship&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pilot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Aircraft&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Speed&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Power&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | position&amp;lt;br/&amp;gt;of hitbox&lt;br /&gt;
|-&lt;br /&gt;
! Pointblank !! Far &lt;br /&gt;
|-&lt;br /&gt;
| '''Fighter Type-A GAMBLER ''' || [[File:Ring.jpg|thumb|Ring|x300px]] || [[File:Progear Plane A.gif|frameless]] || Normal || Wide Shot|| Strong|| Weak  || [[File:Progear hitbox gambler.png|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Fighter Type-B MILITANT''' || [[File:Progear Bolt.jpg|thumb|Bolt|x300px]] || [[File:Progear Plane B.gif|frameless]] || Fast || Straight Shot|| Medium || Medium  || [[File:Progear hitbox militant.png|frameless]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
====Gunner selection====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gunner&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Co-pilot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gunner option&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fire&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Speed in&amp;lt;br/&amp;gt;gunner mode&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Lock speed&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Power&lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Alpha''' || [[File:Progear Chain.jpg|thumb|Chain|x300px]] || [[File:Progear Gunner option type alpha.gif|frameless]] || Straight || Slow || Slow|| Strong&lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Beta''' || [[File:Progear Nail.jpg|thumb|Nail|x300px]] || [[File:Progear Gunner option type beta.gif|frameless]] || Wide || Fast || Fast|| Weak &lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Gamma ''' || [[File:Progear Rivet.jpg|thumb|Rivet|x300px]] || [[File:Progear Gunner option type gamma.gif|frameless]] || Homing || Medium || Medium || Strong&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gunner formation====&lt;br /&gt;
It is possible to change the formation of your gunner options by using some specific inputs during the gunner selection screen&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear system form normal alpha.jpg|frameless]] [[File:Progear system formation normal beta.jpg|frameless]] [[File:Progear system formation normal gamma.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
* '''Center up and down''': By pressing 2P start (or 1P start for 2P) while selecting the gunner,the gunner options will  up and down in the center. &lt;br /&gt;
&lt;br /&gt;
[[File:Progear Center up and down formation.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* '''Forward up and down''': By pressing both A and B buttons, while holding the 2P start (or 1P start for 2P) during the gunner selection, the gunner options will be up and down in front of the aircraft. 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.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Forward up and down formation.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
====Change of clothes====&lt;br /&gt;
&lt;br /&gt;
By pressing 1P during the pilot or the gunner selection screen, the clothes will be changed to 2P clothes.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Clothes change.jpg|thumb|center|1P Nail in 2P clothes]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear power up.jpg|center|frameless]] || '''Power Up'''&amp;lt;br/&amp;gt;Increases your attack power (max power after the 4th item)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear power max.jpg|center|frameless]] || '''Max Power Up'''&amp;lt;br/&amp;gt;Instantly grants max power (only appears after losing all lives)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear bomb.jpg|center|frameless]] || '''Bomb'''&amp;lt;br/&amp;gt;Increases your bomb stock by 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear diamond ring.jpg|center|frameless]] || '''Ring'''&amp;lt;br/&amp;gt;Produced when canceling bullet by killing enemies fighter mode (shot)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear diamond stone.jpg|center|frameless]] || '''Stone/Jewel'''&amp;lt;br/&amp;gt;Produced when canceling bullet by killing enemies gunner mode (option lock)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear 1UP mini.jpg|frameless|center]] || '''1-Up'''&amp;lt;br/&amp;gt;Rewards the player with one extra life&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
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) :&lt;br /&gt;
it reaches the right side of the screen&lt;br /&gt;
the jewel counter has run out&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage !! Jewels&lt;br /&gt;
|-&lt;br /&gt;
| 1st || 2000&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 4000&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 8000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 2nd loop || 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Extends and 1UP item===&lt;br /&gt;
&lt;br /&gt;
With the default settings, the player gets his first score extend at 3 million, then one every 4 million after. &lt;br /&gt;
&lt;br /&gt;
There is a hidden 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.&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
If the player hitbox collides with a bullet or an enemy hitbox, 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.&lt;br /&gt;
&lt;br /&gt;
But this does not always work. For example, on its final form, the 5th boss doesn't take any damage from the explosion.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
After clearing the 1st loop, if any of these requirements is met, the player will access the 2nd loop:&lt;br /&gt;
* number of bombs used is 2 or less.&lt;br /&gt;
* sum of bombs used and lives lost is 7 or less.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the 2nd loop, the jewel counter is doubled.&lt;br /&gt;
&lt;br /&gt;
Several changes occur during the 2nd loop compared to the 1st:&lt;br /&gt;
* The player cannot earn score extend anymore.&lt;br /&gt;
* The position and number of enemies is not exactly the same as in the 1rst loop&lt;br /&gt;
* When killed, the enemies will release revenge bullets aimed toward the player (but not completely straight at him)&lt;br /&gt;
* Every time the player dies, if the boss battle has not started, the player will start from the beginning of the current stage.&lt;br /&gt;
* Several bosses will have additional phases and attacks&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
===Jeweling===&lt;br /&gt;
Enemy bullets that are caught in enemies explosion disappear and become scoring items (rings or gems)&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
If the player cancels bullets while being in Gunner mode (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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The value of Rings and Jewels is shown in the following table: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value as&amp;lt;br/&amp;gt;Ring&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value as&amp;lt;br/&amp;gt;Jewel&lt;br /&gt;
|-&lt;br /&gt;
! Sprite !! Value !! Sprite !! Value&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Amethyst (small) || [[File:Progear amethyst ring small.jpg|frameless|center]] || 10 || [[File:Progear amethyst small.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Amethyst (medium) || [[File:Progear amethyst ring medium.jpg|frameless|center]] || 20 || [[File:Progear amethyst medium.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Amethyst (big) || [[File:Progear amethyst ring big.jpg|frameless|center]] || 30 || [[File:Progear amethyst big.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Ruby (small) || [[File:Progear ruby ring small.jpg|frameless|center]] || 40 || [[File:Progear ruby small.jpg|frameless|center]] || 20&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Ruby (medium) || [[File:Progear ruby ring medium.jpg|frameless|center]] || 50 || [[File:Progear ruby medium.jpg|frameless|center]] || 40&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Ruby (big) || [[File:Progear ruby ring big.jpg|frameless|center]] || 60 || [[File:Progear ruby big.jpg|frameless|center]] || 80&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Emerald (small) || [[File:Progear emerald ring small.jpg|frameless|center]] || 70 || [[File:Progear emerald small.jpg|frameless|center]] || 160&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Emerald (medium) || [[File:Progear emerald ring medium.jpg|frameless|center]] || 80 || [[File:Progear emerald medium.jpg|frameless|center]] || 320&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Emerald (big) || [[File:Progear emerald ring big.jpg|frameless|center]] || 90 || [[File:Progear emerald big.jpg|frameless|center]] || 640&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Diamond || [[File:Progear_diamond_ring.jpg|frameless|center]] || 100 || [[File:Progear_diamond_stone.jpg|frameless|center]] || 1280&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chain reactions===&lt;br /&gt;
When the player destroys an enemy in Gunner mode,bullets on the sprite of the explosion will be cancelled and turn into jewels. However, if some other bullets are close enough from these jewels, the cancel reaction might propagate. The propagation is easier the higher the value of the jewel is. There are several spots in the game where enemies keep shooting at the player and if the players leave them alive, it is possible to start a cancel reaction that will go on as long as the bullets are set up in a specific way allowing this to happen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Jewel counter===&lt;br /&gt;
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%.&lt;br /&gt;
&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
===Bomb stacking===&lt;br /&gt;
&lt;br /&gt;
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. There is also an animation of children waving a flag next to the player bomb stock while this bonus is active.&lt;br /&gt;
&lt;br /&gt;
Stacking bombs increases the jewel counter by 10 000 (20 000 if the player is already in « x2 mode »).&lt;br /&gt;
&lt;br /&gt;
Usually, the lower limit of ring/jewel is small amethyst (level 1), but it rises as follows each time the stacking is repeated. Repeated stacking will allow the player to prepare diamond rings with a smaller number of bullets, making it easier to earn and safer. This is especially useful during the second loop.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 1st time || Amethyst big (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 2nd time || Ruby small (Level 4)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 3rd time || Ruby big (Level 6)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 4th time || Emerald small (Level 7)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 5th time or more || Emerald big (Level 9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the player die or use a bomb, the lower limit of ring/jewel will return to small amethyst (level 1).&lt;br /&gt;
&lt;br /&gt;
===Shooting/Tick points===&lt;br /&gt;
When the player is in fighter mode, every time a bullet hits an enemy, the player will earn points according to the following formula :&lt;br /&gt;
Shooting point = (Jewel counter / 10000 (rounded down to the nearest whole number)) x 10 &lt;br /&gt;
&lt;br /&gt;
If the player is in « x2 mode », this number is multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
The notations such as &amp;quot;+10&amp;quot; and &amp;quot;+ 150 × 2&amp;quot; that sometimes appear on the jewel counter display indicate the shooting point.&lt;br /&gt;
That's why, for scoring optimisation, dealing damage to bosses at pointblank range using Shot is recommanded.&lt;br /&gt;
&lt;br /&gt;
===Stage clear bonus===&lt;br /&gt;
When the player clears a stage, he receives a score bonus equal to the jewel counter multiplied by 10. If the « x2 mode » is active (see Bomb stacking), this bonus is multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
===ALL clear bonus===&lt;br /&gt;
If the player clears both loops, he will receive a ALL clear bonus :&lt;br /&gt;
* 5 million points per remaining extend&lt;br /&gt;
* 1 million points per remaining bomb&lt;br /&gt;
* Jewel counter x 20&lt;br /&gt;
&lt;br /&gt;
2-5 also has a Stage clear bonus, so if the player clears, he will get both a STAGE clear bonus and an ALL clear bonus.&lt;br /&gt;
&lt;br /&gt;
==Affection system==&lt;br /&gt;
&lt;br /&gt;
The affection of the accompanying gunner to the pilot changes depending on the way the player plays . The affection level influences the gunner's facial expression and ending when clearing STAGE, and aircraft performance of a specific combination (Ring/Rivet and Bolt/Chain). &lt;br /&gt;
&lt;br /&gt;
The level of activity (ACTIVE), the level of safety (SAFE), and the level of Affection (LOVELY) are evaluated on a 73-point scale from 0 to 72, respectively.&lt;br /&gt;
&lt;br /&gt;
  Activity level (ACTIVE) = (activity level counter / 4096) x 72&lt;br /&gt;
  Safety level (SAVE) = ((safety level counter-near miss counter) / 100000) x 72&lt;br /&gt;
  Affection (LOVELY) = (activity level + safety level) / 2&lt;br /&gt;
&lt;br /&gt;
  Affection level =&lt;br /&gt;
    When ACTIVE is 72 and SAFETY is 72: LEVEL6&lt;br /&gt;
    When ACTIVE is 48 or higher and SAFETY is 48 or higher: LEVEL5&lt;br /&gt;
    When ACTIVE is 48 or higher and SAFETY is 24 or higher: LEVEL4 (Part 1)&lt;br /&gt;
    When ACTIVE is 24 or higher and SAFETY is 48 or higher: LEVEL4 (Part 2) &lt;br /&gt;
    When ACTIVE is 48 or more and SAFETY is less than 24: LEVEL3 (Part 1)&lt;br /&gt;
    When ACTIVE is less than 24 and SAFETY is 48 or more: LEVEL3 (Part 2) &lt;br /&gt;
    When ACTIVE is 24 or higher and SAFETY is 24 or higher: LEVEL3 (Part 3) &lt;br /&gt;
    When ACTIVE is 24 or more and SAFETY is less than 24: LEVEL2 (Part 1) &lt;br /&gt;
    When ACTIVE is less than 24 and SAFETY is 24 or more: LEVEL2 (Part 2) &lt;br /&gt;
    If ACTIVE is less than 24 and SAFETY is less than 24: LEVEL1&lt;br /&gt;
&lt;br /&gt;
===Activity counter===&lt;br /&gt;
&lt;br /&gt;
When the activity jewel counter, which will be described later, exceeds 128, a certain amount will be added each time jeweling is performed.&lt;br /&gt;
The value to be added varies from stage to stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 || Stage 2 || Stage 3 || Stage 4 || Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| 256 || 85 || 85 || 64 || 51&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is an upper limit to the number of additions for each stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|   ||Stage 1 || Stage 2 || Stage 3 || Stage 4 || Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| Maximum number of additions  || 6 times || 17 times || 17 times || 22 times || 28 times&lt;br /&gt;
|-&lt;br /&gt;
| Activity counter than can be acquired in this stage  || 1536 (256x6) || 1445 (85x17) || 1445 (85x17) || 1408 (64x22) || 1428 (51x28)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* After the addition, 128 jewel counters for activity will be subtracted.&lt;br /&gt;
* Even if the player makes a mistake or continue, it will not decrease.&lt;br /&gt;
* if the player scores a little, he reach the upper limit immediately, so it is difficult to see differences during different runs.&lt;br /&gt;
* When the activity counter is 4096 or more, the activity level will be 72 (MAX level) (achieved on stage 3 in the best case).&lt;br /&gt;
&lt;br /&gt;
===Jewel counter for activity (0 to 14524)===&lt;br /&gt;
&lt;br /&gt;
When a ring or jewel appears by jeweling, the following values ​​are added (subtracted) for each ring / jewel (regardless of whether it is collected or not). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  Jewel || Best couple || Other than the best couple&lt;br /&gt;
|-&lt;br /&gt;
| Ring || -1 || -1 &lt;br /&gt;
|-&lt;br /&gt;
| Amethyst jewel || -1 || -1 &lt;br /&gt;
|-&lt;br /&gt;
| Ruby jewel || +3 || +2&lt;br /&gt;
|-&lt;br /&gt;
| Emerald jewel || +4 || +3&lt;br /&gt;
|-&lt;br /&gt;
| Diamond jewel || +6 || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When the activity jewel counter exceeds 128, the activity counter increases by a certain amount and the activity jewel counter is subtracted by 128. &lt;br /&gt;
&lt;br /&gt;
===Safety counter (-10000 to 150000)===&lt;br /&gt;
&lt;br /&gt;
The safety counter is calculated from the following five factors. &lt;br /&gt;
&lt;br /&gt;
  Safety counter =&lt;br /&gt;
    ＋ Initial value (33000 or 5000)&lt;br /&gt;
    ＋ Positioning of the aircraft (-10 to +5 for each frame)&lt;br /&gt;
    ＋ Enemy left (-4 per frame when considered to be dangerous enemy left)&lt;br /&gt;
    ＋ Bomb (+6000 per bomb use)&lt;br /&gt;
    ＋ Miss (-10000 per death)&lt;br /&gt;
    - Near-Miss Counter &lt;br /&gt;
&lt;br /&gt;
'''initial value'''&lt;br /&gt;
The initial value of the safety counter is different depending on the compatibility of the Pilot/Gunner couple. Ring/Chain and Bolt/Nail which are the best couples start at 33000, and the other couples start at 5000. After using a continue, the safety counter is reset to its initial value.&lt;br /&gt;
&lt;br /&gt;
'''Positioning of the aircraft'''&lt;br /&gt;
The safety counter increases or decreases depending on where the aircraft is located in each area where the x-axis is divided into 23. The amount of increase / decrease per frame is set as follows. &lt;br /&gt;
&lt;br /&gt;
1, 2, 3, 4, 5, 5, 2, 2, 1, 1, 0, -1, -1, -2, -2, -4, -4, -6, -6, -8,- 8, -10, -10&lt;br /&gt;
&lt;br /&gt;
The fastest increase in safety is in the area where 5 is set, which is roughly between the green lines in the image below. &lt;br /&gt;
&lt;br /&gt;
[[File:Progear Safety area.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
During the bomb, the safety counter will stop increasing or decreasing due to the positioning of the aircraft. &lt;br /&gt;
&lt;br /&gt;
'''Enemy left'''&lt;br /&gt;
&lt;br /&gt;
When all of the following conditions are met, the safety counter will decrease by -4 per frame.&lt;br /&gt;
* Enemy approaching the player&lt;br /&gt;
* The player didn't shot i the last 75 frames&lt;br /&gt;
* There are 6 or more enemy sprites (medium / large enemies have multiple sprites, and some of the sprites used in background animation etc. are included in this count).&lt;br /&gt;
* 20 or more enemy bullets&lt;br /&gt;
&lt;br /&gt;
'''Near miss counter (0-50000)'''&lt;br /&gt;
&lt;br /&gt;
The number of enemy bullets judged to be close to the aircraft is counted every 2 frames and added.&lt;br /&gt;
+2 will be added for each bullet, but only +1 during boss battles.&lt;br /&gt;
Even after a death or continue, it will not decrease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The safety level becomes 72 (MAX level) when the safety level reaches 100,000.&lt;br /&gt;
&lt;br /&gt;
===Gunner's facial expression===&lt;br /&gt;
&lt;br /&gt;
The Gunner's facial expression changes depending on the level of affection when clearing STAGE.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  Affection Level || Chain || Nail || Rivet&lt;br /&gt;
|-&lt;br /&gt;
|   Level 1 || [[File:Affection Chain level 1.png|frameless|center]] || [[File:Affection Ring level 1.png|frameless|center]] || [[File:Affection Rivet level 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 2 (Part 1) || [[File:Affection Chain level 2 part 1.png|frameless|center]] || [[File:Affection Nail level 2 part 1.png|frameless|center]] || [[File:Affection Rivet level 2 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 2 (Part 2) || [[File:Affection Chain level 2 part 2.png|frameless|center]] || [[File:Affection Nail level 2 part 2.png|frameless|center]] || [[File:Affection Rivet level 2 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 1) || [[File:Affection Chain level 3 part 1.png|frameless|center]] || [[File:Affection Nail level 3 part 1.png|frameless|center]] || [[File:Affection Rivet level 3 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 2) || [[File:Affection Rivet level 3 part 2.png|frameless|center]] || [[File:Affection Nail level 3 part 2.png|frameless|center]] || [[File:Affection Chain level 3 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 3) || [[File:Affection Chain level 3 part 3.png|frameless|center]] || [[File:Affection Nail level 3 part 3.png|frameless|center]] || [[File:Affection Rivet level 3 part 3.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 4 (Part 1) || [[File:Affection Chain level 4 part 1.png|frameless|center]] || [[File:Affection Nail level 4 part 1.png|frameless|center]] || [[File:Affection Rivet level 4 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 4 (Part 2) || [[File:Affection Chain level 4 part 2.png|frameless|center]] || [[File:Affection Nail level 4 part 2.png|frameless|center]] || [[File:Affection Rivet level 4 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 5 || [[File:Affection Chain level 5 .png|frameless|center]] || [[File:Affection Nail level 5 .png|frameless|center]] || [[File:Affection Rivet level 5 .png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 6 || [[File:Affection Chain level 6.png|frameless|center]] || [[File:Affection Nail level 6.png|frameless|center]] || [[File:Affection Rivet level 6.png|frameless|center]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
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 &amp;quot;The Professional Gear&amp;quot;, or just &amp;quot;Progear&amp;quot;. 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 &amp;quot;the Motorouin&amp;quot; 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 &amp;quot;The Punishment of the Sages&amp;quot;.&lt;br /&gt;
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 &amp;quot;Gun Flyer&amp;quot; and installed it in all of their planes. The Storm of Progear was about to begin!&lt;br /&gt;
&lt;br /&gt;
== Development Team ==&lt;br /&gt;
'''Cave'''&lt;br /&gt;
* Producer = Kenichi Takano&lt;br /&gt;
* Director = Junya Inoue&lt;br /&gt;
* Program = Tsuneki Ikeda,Satoshi Kouyama,Takashi Ishimura&lt;br /&gt;
* Designers = Akira Wakabayashi,Hiroyuki Tanaka,Fusayuki Watariguchi,Kengo Arai&lt;br /&gt;
* Sound producer = Junya Inoue&lt;br /&gt;
* Music = Yukinori Kikuchi&lt;br /&gt;
* Sound effecter = Ryuichi Yabuki&lt;br /&gt;
* Special assist = Tosiaki Tomizawa&lt;br /&gt;
* Character voice = Mitsuo Furusawa&amp;lt;,Junya Inoue,Aki Sibata,Midori Katou,Masayo Hirasaka&lt;br /&gt;
* Special thanks = Yasushi Imai&lt;br /&gt;
* Character &amp;amp; mechanic design = Junya Inoue&lt;br /&gt;
&lt;br /&gt;
'''Capcom'''&lt;br /&gt;
* Producer = Tatsuya Minami&lt;br /&gt;
* Support research &amp;amp; development : Tomoshi Sadamoto&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
The game has two official version : the Japanese version which was the original version of the game and the US version.&lt;br /&gt;
The US version removes all of the voice acting from characters. &lt;br /&gt;
In the Japanese, enemies have more health and shoot more bullets.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
[[Progear_no_Arashi/Video_Index|Video index for Progear no Arashi]]&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Scoring info and formatting work provided by [[User:Juju Kenobi|Juju Kenobi]] &lt;br /&gt;
# Scoring info https://w.atwiki.jp/progear/&lt;br /&gt;
# Item and characters sprites taken from http://http://www.world-of-arcades.net/Cave/Progear/Characters.htm&lt;/div&gt;</summary>
		<author><name>Juju Kenobi</name></author>
		
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		<updated>2021-04-11T21:11:02Z</updated>

		<summary type="html">&lt;p&gt;Juju Kenobi: &lt;/p&gt;
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&lt;div&gt;Affection Rivet level 6&lt;/div&gt;</summary>
		<author><name>Juju Kenobi</name></author>
		
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		<id>https://shmups.wiki/index.php?title=File:Affection_Nail_level_6.png&amp;diff=8927</id>
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		<updated>2021-04-11T21:10:33Z</updated>

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		<updated>2021-04-11T21:09:11Z</updated>

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		<updated>2021-04-11T21:08:38Z</updated>

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		<summary type="html">&lt;p&gt;Juju Kenobi: &lt;/p&gt;
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&lt;div&gt;Affection Chain level 5&lt;/div&gt;</summary>
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		<updated>2021-04-11T21:06:18Z</updated>

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		<updated>2021-04-11T21:05:37Z</updated>

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		<updated>2021-04-11T21:05:07Z</updated>

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