I´m really excited for this, somehow I didn´t end up playing the other iOS titles as much as I thought - I´ve never got used to the scoring in all these titles and just playing for survival didn´t feel quite right. I´ve always ignored the scoring in Mushihimesama and just played for survival, it´s one of these Cave games that work really well that way - it´s an incredibly fun game to just dodge stuff.
And I really don´t mind the missing smartphone mode. After the initial novelty wore off I always ended up sticking to the regular arcade modes in all three games (EspII was interesting at first but got slow and boring quickly; DDP:R was just weird and didn´t have an interesting flow and Deathsmiles iPhone mode was a weird mix of grinding and in-app-purchases.) If this means they will save the time to cook up a half-hearted arrange modes and instead spend more time porting I´m all for it.
Though, well, yeah, I guess the regular scoring system won´t really work well on a touchscreen

Seems though that they only have two buttons on screen (Bomb and "open"/"close"), maybe they modified the scoring a bit? "Full porting from arcade" doesn´t necessarily mean a 1:1 mechanics conversion, but is probably just a slogan to say that this isn´t downscaled in terms of graphics.
Still playing these on an iPod Touch which gets tiring very quickly, but I´m planning to maybe buy the next version of the iPad anyways and I´ve heard these ports play much better on there.Muchi Pork would be an awesome port as well, since the scoring mechanic doesn´t involve anything complicated and it has big bright bullets, but somehow I doubt this will happen...
After watching the video again: So they have 4 difficulty settings for "two courses"? Maybe Orginal and Maniac while Ultra has just the Ultra difficulty? A bit overkill, but oh well. Score attack for single stages sounds awesome, though - scoring in a full run is a bit of a hassle on a portable device, I enjoy short score attack runs a lot more
