Background
Back when I started making/playing STGs, I had this internal philosophy that the best games would be bullet-hell, have bombs, but you don't need to use them; everything's dodgeable. I wasn't even a fan of bullet-canceling; thought it diminished the euphoria of dodging. (My first love in terms of STG content was Touhou LNNs/perfect runs, no surprises there).
Lately, (and this started when I played Crisis Wing) I've been reading up on/looking into the Toaplan design philosophy, with its memorization and checkpoint-based structure. Before playing CW I thought (presumably with the majority) that dying and getting sent to a checkpoint was just an outdated thing, a real buzzkill and led to silly chain-deaths always. But then I tried out that game, with its instant-respawns disabled, and found it to be a rather edifying experience. I found myself learning stages/tricky sections a lot faster than if I could just die and skip the section. The death->checkpoint->retry cycle provided a significant mental 'jolt'- like 'oh shoot, that's how that pattern works' or 'oh shoot, that enemy formation comes from the sides!' instead of 'oh, I died there. Welp, on to the next thing'. As a result Crisis Wing was a blast to 1cc, despite its being very long and memo-heavy.
I even found myself forgiving obvious first time traps that will just kill you if you don't know they're there. There's this really egregious one on the TLB (is it a TLB if you fight it every time? Small ship that comes out of the final boss, anyway). On the final phase, there's a pattern that will just wall you if you're standing in a normal position when it starts. Intentially, mind you. And then you're sent back to the last checkpoint. Which is before the final boss's first form and even before a silly memo enemy gauntlet. And ya know what? I wasn't mad. More amused. I might've given a chuckle or two. I spent quite a long time practicing that final checkpoint. Despite some of the patterns being a bit silly, the thing as a whole felt like a worthwile pursuit. Like something I had to apply my mind to, more than "just dodge better". Would I, as a game designer, have put the troll final pattern in there? No, definitely not, but for some irrational reason I like that it's there, in this game.
I find myself wondering what some other games would be like with checkpoints. Crimzon Clover for instance. If there was a checkpoint before the stage 3 snake section I'd probably have figured out a way through it by now, haha. CC is kind of a silly example, to be fair. Games like that would need major tweaks to work with checkpoint design. There are no lulls (well, barely any) in the action where a checkpoint could go and there's no power system so the only 'recovery' is time. Come to think of it that's basically Touhou 15's pointdevice mode.
I still haven't played any actual Toaplan games, or OG Gradius (not the biggest hori guy). I'll probably give V-V a shot eventually; it looks really cool. Maybe Truxton if I go insane and want to do that to myself.
Design Discussion
I've got it into my head that it may be cool to have my next game be an older-style checkpoint game. But with bullet-hell elements because I still like that sort of thing. I wonder if "Truxton, but with more bullets and a smaller hitbox" could work as a game concept. I like the idea of checkpoints because it forces you to actually learn the game instead of just blowing resources on bits you don't immediately understand, and then maybe coming back later to grind stage practice.
To that end, I'd like to hear some thoughts on checkpoint vs instant-respawn stage/game design, because now I understand both styles to be valuable and interesting in their own way, just different.
My initial thoughts:
Pros and Cons
Checkpoints
Pros:
- Learning stages and bosses is more deliberate and necessary
- Recovery can be an interesting mechanic, and switch player priorities for a while.
- Memorization is less of a hassle since if you haven't memorized a section, you get sent backward until you have.
I've found this also provides a secondary goal for the next run- I want to get to that section with full power so I can use my newfound knowledge to optimize it.
- Long, spectacle boss fights with loads of patterns like in modern games may be tedious.
I suppose you could break them up into multiple phases each with a checkpoint?
But then, if the game has power-ups you'll probably be toast. - Unbroken action is not ideal. You need some dull spots in which to put the respawn points.
- Potential for frustration if you can't make progress. I tend to think this is more a player-side issue though.
Pros:
- Fast, uninterrupted gameplay is viable (and preferred).
- Player can sacrifice resources to get through overwhelming sections (at least until they go back and learn them).
- More intricate, longer bosses with many patterns to learn are (more) viable and often the highlights of the game.
- Lives and bombs sort of mesh together in terms of utility- especially if there's autobombs.
- Difficult sections may feel even cheaper. Like "You must sacrifice a life to this part" instead of "You must learn this part".
- Powerups are either meaningless (you get them back when you die) or run-enders (you respawn with nothing and immediately die again).
Makes sense why a lot of modern bullet-hells forgo powerups entirely, or only knock you down 1 level or something upon death.
Checkpoints
- Checkpoints MUST be thouroughly tested to make sure each one is recoverable.
- Powerups are a more significant game design element that probably should be included to make recovery interesting and nontrivial.
- Stages are the "main course" of the "meal", while bosses are shorter and the "dessert" (analogy from SpidersSTG)
- Raw reaction challenges are more "expensive" than memorization challenges, for player engagement.
- Bombs are more of a secondary weapon. Planning bombs is usually necessary.
- The scoring system must take into account that the player can re-play sections of the game.
Care must be taken to avoid "checkpoint milking" becoming the main scoring mechanic and overwhelming everything else.
- To avoid chain-deaths, either have no powerups or give the player power back after they die.
- Memorization sections are more "expensive" in terms of player engagement, imo, since they won't be practiced immediately after the player dies.
- Games tend to lean more on bosses as the main "meat" of the game.
- Bombs are more of an "oh, crap!" tool than a secondary weapon.
I'm interested to hear everyone's opinions on this topic. I know my opinion has certainly changed over the years.

