Giga Wing 2: All the GW games emphasize using the reflector to earn medals and points, but GW2 emphasizes it even more than the others, since earning big points means triggering volcanons as much as possible; shooting enemies down and collecting medals that way is almost insignificant score-wise in comparison. Even if you're not going for score you can use the reflect laser to nail everything onscreen without firing a shot, and still trigger medals (and sometimes volcanons) without even having to aim.
Kyuiin: One I've gotten ahold of relatively recently, shooting makes the game easier to 1CC, but wreaks havoc with your score; in most cases, you want to either suck enemies up using your vacuum's hose (which also fills up your "bomb" meter), or hit them with your short-range "backfire" attack to get more points out of them. The four collectable "regular" weapons seem almost like afterthoughts.
Psyvariar 2: This one's kind of on the edge of this definition...all the Psyvariar games emphasize buzzing alongside shooting (as opposed to "instead of"), but playing Psy 2 with the "Buzz Type" does so even more, although you'll still want to shoot stuff to keep your levels increasing. Then, of course, there are the boss battles in particular; other games allow you to "milk" to a certain extent, but none to the point of the Psyvariars, which encourage you to let the buggers live and spew stuff at you, just so you can skyrocket that buzz bonus.
Cotton 2 and Boomerang: These (imo) underappreciated shmups actually pushed the envelope some back in the day; for scoring (and, especially in 2, for survival), the game emphasizes the use of "command shots" to "seal" enemies, and then either "chaining" them or blasting the heck out of them. Boomerang is less a "non-shooter" than 2, since its firepower was beefed up and you could fall back on your "regular" shots in a tight spot, while in 2 you needed to use your command shots much more often to do much damage.
Vasara 1 and 2: Another fairly obscure bunch, Vasara give you the option to shoot stuff, but using the weapon attack for each character is often a better option, since not only can you score more points off of multiple enemies with it, but you can fight off bullets as well. I believe that the reviewer who put up the Vasara review here on shmups.com even said that you'll almost certainly use the weapon attack more than the regular shot as the game goes on; is that a flaw on the developer's part, or was it intentional?
XII Stag: Say what you will about it, shooting really wasn't what the game was about; as in Kyuin, shooting would make the game easier, but your score would shrink, seeing as the close-range side and back attacks built up your multiplier when used rapidly. IIRC canceling a lot of bullets with the bomb also did something to your score...
Soukyugurentai: Granted, Layer Section pioneered the lock-on mechanic and encouraged its use as much as possible, but Souky took that to the next level. For one thing, it allowed you to lock on to enemies on ALL planes, rather than those below you only (though later "Ray" games also did this, IIRC); also, the "web" took up more onscreen space and was easier to hit with than the lock-on target. Not to mention that the game punished you rank-wise if you tried to power-up your main shot (plus the less-frequent appearance of item canisters, and thus bombs, and thus the huge bomb bonus). Souky did give you the option to shoot, but then dared you to use it.
R-Type Final: Maybe I just wanted to stir the pot with this one (or I'm just misinformed), but hear me out. In every R-Type game (well, except Leo) using the Force to nail enemies and defend yourself is vital, but Final added another dimension to it, which, afaik, had never been used in an R-Type before, namely, scoring. Defeating enemies using the Force instead of shots was worth more points than if you'd done so with shots, not to mention that you charged your "Dose" meter up; I'm aware that R-Type Delta also had a similar system, but I've never played that myself, so I can't comment further on that. Granted, scoring well has never been the "real" goal of the R-Type series, in large part at least, but in the final installment at least some small piece of it was there...
Well, from here, where are we headed? Wherever it is, is it a good thing? Are there other games which might fit the mold I've mentioned? And, of course, have I made any egregious errors?
