Anyways, if Cave is trying to make it into the western market through platforms like the iPhone, I think time attack style gameplay isn't just the best way to invite new players, but a whole new way to look at their games. Most casual players still refuse to come to terms with creditfeeding as it stands, while diehard fans get cases of restartitis trying to play well at home with their ports or PCBs. This is certainly a better approach on portable devices where it's most convenient to get in a quick game or two when you take a break, but it's just as viable for full-featured console games as well. If you've got your average half-hour long arcade shmup, cut it up into say, five 5-minute levels with a final TLB style level to unlock. This streamlines watching and sharing your replays a lot more as well. One of the best things about the Star Soldier-style caravan games is that they manage to cast a better balance between actually shooting enemies and dodging bullets, but no reason you couldn't throw chaining or proximity bonuses on top of that.
A point I'm trying to make is that not just Cave, but any developer who releases outside of japan, are entering a market where "please continue" isn't even really a part of the lexicon anymore. Your quarters aren't on the line if you've already bought the game, which is why I like the idea of time attack as a way to have players feel like they need to make it count where you're not fixated in a world of your change versus the evil arcade vendor's earnings. It's also a way to make crappier games fun. Bejeweled 2 is painfully boring while Bejeweled Blitz is embarrasingly addictive (if you're scoffing you obviously haven't given it a college try, snob

Anyone else see time attack as a way to get more gamers interested in shmups and transistion to a new arena of smartphones and XBLA/PSN as real arcades everywhere continue to close?