These artworks are all fan creation and done with a lot of love for the source material. Kusunoki work goes from easy synthesizer-pop up to driving beats with orchestral and guitar tunes who fit the gameplay very well. Please leave me a message. So, supposing your character is going to be stretched you first have to make revisions. The enemy designs are very appropriate, and the boss designs are nothing short of spectacular. If Progear comes across as having a few faults, you can chalk it up to a pretty taxing development process. You can only get high value jewels by having a high ring count, and as you collect those bigger jewels, the ring counter will drop down.
The enemy forces attack you on all fronts: biplanes fill the air while giant tanks target you from the ground, even a few battleships in the shipyard of stage 2. Progear is worth your every penny: the elegant boss battles, the complicated bullet patterns, and the endearing design make for one very finely-tuned shooting game. The secondary weapon is of the missile-type variety and has several degrees of homing capability, depending on which Gunner pilot you select. I'll confirm your entry, then please reply to the confirmation each time you want to update your score this way I receive notifications. The difficulty curve throughout these five levels is pretty much perfect. Eventually the mechanized beast shoots up its neck and starts letting out some much faster fire… take it out as quickly as you can, because he has one last attack in store. Nail features a more effective homing cannonball that shoots straight ahead and tracks enemies as you move up and down.
Kill this plane while he has a lot of bullets near him, and they will all turn into Rings to collect. The fifth stage is actually both horizontal and vertical with some diagonal movement thrown in for good measure. All to the backdrop of gorgeous ghibli-esque steampunk. Is this the same hardware? It shoots out pods that drop floating bullets that eventually collapse right on top of you. Miniscule hitboxes, massive swarms of bullets, a two-button weapon system, and grandiose boss battles are just a few of the feature components. So many bullets, in fact, that the game slows to an almost screeching halt. It was the first time I had done something like that.
Cynics will say it's just the Cave engine horizontally with an odd scoring system but I don't care. It's too easy to get pushed into panic bombing by this time - but saving bombs for the bosses is mandatory by now. Holding fire also results in the slowing down of your craft, which is essential to avoiding bullets while navigating the more colossal patterns. I really really really love this game. If the game starts to feel a little uninspired at some point, it would be here. The sea-biplane on the top has a large thick spread of shots which is less focused in strength but covers a wide area.
There are some similarities to his drawing work on games like and , but there is just something about this game in particular that makes the characters seem to jump out of the screen. It helps to check the lower left meter to see how many rings you have and to look out for when the icon changes, signalling you to cash in. These artworks are all fan creation and done with a lot of love for the source material. Chain's weapon is a quasi-homing bomb. I'm able to enjoy Mars Matrix, Eco Fighters, and Giga Wing too. They stop, speed up, expand, and sometimes they even fall like bricks. Holding the same button makes the gun flyers lock on enemies and shoot them down.
Hey, they were still learning! At the beginning of the game, the player chooses the plane he wants to fly: The Gambler or The Militant. The stages are very vivid, with lots of bright colors and smooth scrolling. Orgasmic gameplay then, and to top it off the graphics are simply wonderful 2D art that's so rare these days. It is completely non-commercial, I offer no selling copies, no sponsorships and no advertisement. Bucket loads of bullets, a two button weapon system, wholly intense boss fights, and a sharp presentation round out Cave's one and only horizontal shooter.
Ok, he does throw stupid amounts of bullets your way, but they are fairly predictable and in easily avoided clumps and patterns. We still have tiny hitboxes, far too many bullets, and an elegant scoring system in which you build up points to bank in with massive chain reactions and bullet canceling! If the creator or an agent on their behalf would like me to take something down, I will be more than happy to comply. I tend to prefer due to its ease of use, but feel free to use whatever you're comfortable with. The way save states are handled is a bit weird though and autofire behaves differently from shmupmame if holding autofire and you go to hold the same button without autofire, it won't recognize it unless you let go but it's still in active development so there's hope! While it may sound disorienting, the vertical switch works very well for the game. Shame about the fairly average music though, it's certainly suitable for the game, but none of the tunes really bored into my brain. It doesn't work for all games I've been using it for Strikers 1945 and now Progear.
Progear still deserves praise today, for setting the standards it did and paving the way for what a modern arcade shoot-em-up could be, not to mention being the perfect gateway drug for the distinct brand of mania only Cave can provide. . Hold start whilst selecting, for different costumes on the pilots. However, those who put in the time and effort to come out on top will have a higher chance of earning the prize! I have always been into videogames and consoles for as long as I can remember, but have only been in the arcade scene for a couple of years now. Nevertheless it is a very good game, I can highly recommend to all fans of modern shooting games. Cave would later adapt these dynamic bullet paths in games like Ketsui, but give or take a few isolated examples, it started with this game.
Probably more sprites onscreen than you've ever seen before, with loads of lovely new patterns and situations, but it works out somehow easier than many other Cave shmups. This was Cave's only horizontal game until Deathsmiles 6 years later, but it could be argued that 2010's Akai Katana was their true spiritual successor. What makes Progear stand out to this day, first and foremost, is the beautiful steampunk style. Therefore, if you switch to Gunner mode when your Ring level is maxed out, you can collect Stones by transforming the bullets as enemies release them. If you destroy enemies in the right moment, they release rings and jewels which is important for scoring and for the power of your smart bomb. How you can overcome these deadly patterns ties in directly to your ship's weapon system. The bullets get so numerous that the player now has the ability to push them all away momentarily.
Progear is wholly manic right from the start; the game wastes no time in trying to throw hundreds of bullets in the direction of your tiny craft early in the game. This system is essential for scoring, and it also helps in avoiding large bullet patterns by transforming the bullets into these items. Rivet and Chain are somewhat equivalent in terms of power and how their weapons function, but Nail is significantly different. Three different models are available. It does not home into enemies as well as Nail and Rivet's weapons, and it also slows down your ship to a greater degree as you hold fire.