I've played shmups for a very long time. Was 11 or 12 when Space Invaders appeared in the arcade. I used to stick to the older type of game like Grad/Paro-dius, RTYpe and even older stuff like Xevious, Astro Blaster et al (I even still play original Invaders and SI pt2 from time to time).
I remember first looking at bullet hell and I have admit to dismissing them as pure coin eaters. Did that for the longest time. From the sideline I accused Cave in particular of just rehashing the same game (DoDonPachi) over and over again to a smaller and smaller audience. That may well have been true - I have no idea of their sales figures, but 2 Cave games changed my mind. The first one was Futari when I tried the port after a lot of coaxing by people on the old Edge forum. I picked it up cheap and got an E-series 360. Lets's just say my eyes were opened and my words were eaten after playing that. I've never had a better time than that Christmas I got it and DDP:Resurrection and bought Trials HD online. The 2nd Cave game was DoDonPachi - I bought a JP Saturn and the deal included its port (imagine that now - £50 all in!!). I played it a bit, saw how ugly it looked in hori (it is horrendously scaled) and put it on the shelf.
Then after Futari I thought to myself that there must be something to it - so I rotated my CRT and gave Saturn DDP another go, and got hooked. I tend to play it on MAME now for convenience but I played that port a hell of a lot and that's the port I credit with converting me to that series. I'm not good enough to notice the difference.
For the record, my 2nd buy that Christmas, DDP:Resurrection, didn't light my candle but after going back to DDP I have since grown to love that game too.
Cave did hit on a style of game that is very pleasing to play. That simple change from shot to laser by holding down the fire button and the change of ship speed gives me a really good feeling when playing. It just feels great but it can't convey why. Cave also seem to be able to plan the enemy waves nicely which just embues a feeling of satisfaction - moving around, switching weapons and picking up those gems.
But it's only one style of game. But maybe devs find it hard to step out of its shadow. I still love old school games - I'm one of those weird people who really - really liked Raiden III. I've since collected most of the others on PS1 and Steam. I like Cave but I wouldn't want it to be the only show in town. I've played a bit of Touhou and have enjoyed that though its been a toe in the water until now.
I've picked up a few games on Steam like Zero Ranger and Crimzon Clover and find them just as enjoyable. I liked Sturmwind on Dreamcast . I like those Psikyo ports on PS2 like Dragon Blaze and Gunbird 2 on Dreamcast. I love Under Defeat, Gigawing, Darius Gaiden et al.
I find it hard to separate them. Cave is one of the jewels in the crown but there are others. The biggest challenge for me is that I'm older and I need/like to maximise my time - I have too many shmups I hasn't played enough yet and only have a limited list of 1CCs . So I need to separate the wheat from the chaff when looking to buy YET ANOTHER one!!
Shmups take a lot of time to design, build and get right. I think the indie way is best now because as long they keep in touch with the userbase they can fix games - removing milking spots to keep scores meaningful etc. We are probably better placed now than ever to see the best we have ever seen.
The best is yet to come. We are a small userbase - but boy do we love this genre. We should be working with devs - maybe even pretty poor attempts can grow over a couple of years into great ones. The advantage of the genre is you only need a small team - there isn't a need for huge resources apart from time and effort - given the guys can code well, draw well and write a nice tune... why not?