NEW GAMES ADDED WEEKLY!
🔥 295+ FREE GAMES  •••  🆕 JUST ADDED: ABSTRACT SHMUP WTF  •••  🎟 EARN TICKETS JUST BY PLAYING  •••  🏆 BEAT THE HIGH SCORES  •••  💬 THE FORUM IS NOW LIVE  •••  ⭐ NO DOWNLOADS — NO PLUGINS  •••  👾 TELL A FRIEND!  •••  
📖 IRON GALE: PACIFIC SORTIE← WIKI

The sky has two floors. Only one of them can kill you at a time.

A five-stage vertical bullet hell in the Cave lineage, dressed as a 1944 naval recognition manual. The hook is ALTITUDE: your plane occupies either the HIGH band or the LOW band, and every enemy bullet belongs to one of them. Amber tracer only exists up high. Steel flak only skims the water. Red flak bursts fill both and will always kill you. Hold DIVE to drop, release to climb — and remember that the half-second of the switch itself is the most dangerous half-second in the game. A full clear runs about fifteen minutes: five stages, five midbosses, five capital-ship bosses with named spell cards. You start with three lives and three continues, but a continue zeroes your score, so the only score that really counts is a one-credit clear.

▶ PLAY IRON GALE: PACIFIC SORTIEVERSION Aby Kamome Works

STORY & LORE

The Scarlet Fleet

The enemy is fictional on purpose. The Scarlet Fleet is a maritime power with a crimson sunburst roundel, a doctrine built entirely around massed anti-air, and an unreasonable number of ships named after weather. Nothing in IRON GALE maps onto a real nation, a real navy, or a real war — the game wants the look of 1944 recognition posters, not the ledger of one.

VF-9 'GALE'

You fly the F-9 GALE, a twin-boom interceptor with a bad reputation and a very good gunsight. Blue Squadron flies it because nobody else will: it climbs like a brick and dives like a thrown anvil, which is exactly the aircraft you want if your job is to be in two altitude bands in the same minute.

Why the sky has floors

The altitude band is a readability device before it is a mechanic. Anti-aircraft fire and surface fire genuinely do occupy different volumes of air; the game just makes that legible by drawing the volume you are not in as drained, dimmed and slightly out of focus. If it looks faded, it cannot touch you. That rule never lies, which is what makes a 1CC possible.

CHARACTERS & ENEMIES

✈️F-9 GALETwin-boom interceptor, Blue SquadronHERO

Olive drab, white recognition stripes, two stars on the wing and a nose full of guns. Its hitbox is a 2.6-pixel dot at the centre of the cockpit pod; the whole rest of the aircraft is decoration.

🚢DD-07 SHIRANUIScarlet Fleet destroyer — Stage 1BOSS

The teaching boss. Twin turret salvos in the red band, a depth-charge curtain in the low band, then everything at once. If you can read which colour is which by the end of this fight, you can finish the game.

🛩️CV-11 AKAGANEFleet carrier — Stage 2BOSS

Launches fighters at you the entire fight, then walks three flight-deck lasers across the screen. The lasers are always warned; the fighters never are.

🌊WOLFPACK IRONJAWSubmarine triad — Stage 3BOSS

Three submarines sharing one health pool, surfacing one at a time until the last phase, when all three come up and orbit. Homing torpedoes and geysers that erupt under wherever you were standing a second ago.

🗿FORTRESS KUROIWAReef citadel — Stage 4BOSS

A cliff face with three rotary cannons. Drops drifting mines that bloom on a timer and drills one enormous tracking beam per cycle. The only static boss in the game, and the densest.

🎖️BB-01 AMANOGAWASuper-battleship — Final stageBOSS

Four phases as a battleship, then the bridge tower tears loose and flies. The last phase is the hardest thing in the game and the only one with a two-minute timer.

HOW IT PLAYS

The altitude band

HIGH is the default: fast movement, machine guns, and amber tracer fire everywhere. Hold DIVE (SHIFT / Z / right-click, the DIVE pad, or a second finger) to drop to LOW: slower and more precise, heavy cannon and rockets, and a sky full of steel flak instead. The switch takes eleven frames, and during those eleven frames BOTH bands can hit you — the plane's shadow slides, the altimeter needle sweeps, and a red ring lights the dial. Never switch inside a curtain.

Guns bite in your own band

Your shots do full damage to targets in the same band, and only about a third in the other. Ships are LOW targets, aircraft are HIGH targets, and every capital ship is a LOW target that puts most of its AA into the HIGH band. That is the central squeeze of every boss fight: the only altitude where you can actually hurt it is the one it has filled with steel.

The sortie chain

Every kill adds one to the SORTIE CHAIN and drops medals. Medals top the chain timer back up, so the chain survives on collection, not just kills. The multiplier steps up every eight chain and caps at ×6. Grazing pays 60 flat and never breaks anything — go and get the medals.

Flares

Three flares per life. A flare cancels every bullet within a huge radius into medals, grants about a second and a half of invulnerability, and sends the GALE into a strafing run — a wide cone of piercing tracer for the next half-second. It is a get-out AND a damage burst; using one on a boss phase transition is usually the right call, and clearing a stage without one is worth 15,000.

Phase timeouts

Every boss phase has a hard timer as well as a health bar. Survive long enough and the phase ends anyway, with a smaller payout. Nobody gets stuck; the fifteen-minute promise holds even on a bad run.

SCARLET FLEET ORDER OF BATTLE

Aircraft are HIGH targets. Vessels are LOW targets. Every vessel puts AA into the HIGH band anyway.

HIGH
Shrike
Crimson fighter
HIGH
Elite Shrike
Gold cowl ace
HIGH
Kite
Light interceptor
HIGH
Heron
Twin-engine bomber
LOW
PT Boat
Surface skimmer
LOW
Gunboat
Armoured launch
LOW
Shore Turret
Reef emplacement

ORDNANCE — READ THE COLOUR

This is the whole game in four rows.

rice
Amber tracer
HIGH band
orb
Steel flak
LOW band
ring
Red flak burst
BOTH bands
beam
Searchlight beam
BOTH bands

STAGE LIST

Roughly three minutes each; a full clear is about sixteen minutes including intermissions.

StageSettingMidbossBoss
1 — DAWN PATROLOpen ocean, 0540PT-Leader KAWASEMIBOSS: DD-07 SHIRANUI
2 — CARRIER LINETask force, 1120CA-3 AKATOMBOBOSS: CV-11 AKAGANE
3 — STORM FRONTSquall line, 1640HERON-X RAIJINBOSS: WOLFPACK IRONJAW
4 — BLACK REEFVolcanic chain, 1905Shore Battery KAGEBOSS: FORTRESS KUROIWA
5 — IRON GALEFleet anchorage, 2350Escort Wing KUROTSUBAMEBOSS: BB-01 AMANOGAWA

SCORING

Continues reset the score to zero. The board is a 1CC board.

SourceValue
Enemy killbase × chain multiplier (×1 → ×6)
Medal100 × multiplier
Big medal (from a large kill)400 × multiplier
Graze60 flat
Bullets cancelled by a flare40 each
Boss phase clearcancelled bullets × 60 + 4,000–25,000
Stage clear20,000 × stage
No-miss stage bonus+30,000
No-flare stage bonus+15,000

CONTROLS

ActionKeyboard / mouseTouch
MoveArrows / WASD, or move the mouseDrag anywhere (relative, so your thumb never covers the plane)
FireAutomaticAutomatic
Dive to LOWHold SHIFT / Z / right-clickHold the DIVE pad, or a second finger
FlareX / SPACETap the FLARE pad
PauseP / ESCPause tab, top right
MuteMMusic tab, top right

VERSION HISTORY

VERSION A2026-08-02
  • First release. Five stages, five midbosses, five capital-ship bosses, ~16 minutes for a full clear.
  • Built on the new shared danmaku kernel at public/gamedata/_shared/shmup-kernel.js — generator-based stage scripting, fixed 60Hz logical step, fixed 480×640 playfield letterboxed into an instrument bezel.
  • ALTITUDE band system: HIGH/LOW with an 11-frame vulnerable transition, layer-tagged bullets drawn drained when they cannot hit you, and layer-matched damage multipliers.
  • SORTIE CHAIN scoring with medal drops, ×6 cap, and no-miss / no-flare stage bonuses.
  • Seven achievements wired: Sortie Complete, Over The Reef, All Clear, One-Credit Clear, Sixty Chain, Iron Ace, Medal Hoard.
  • Every boss phase carries a hard timeout so a struggling pilot still reaches the ending.
  • Cabinet HUD: a riveted olive-drab instrument surround with hex screws, engraved placards, a real swept-needle ALTIMETER (lit band arcs, red transition ring), mechanical odometer drums for the score and chain, a squadron badge, and a five-pip mission board.
  • Depth pass: every aircraft and hull casts a cached silhouette shadow on the water (thrown far for flyers, tight for ships), enemy props spin, and fighters bank into their drift.
  • Results screen reports honestly — it compares against the PREVIOUS best and states whether the score reached the leaderboard.