Delicious Naut memorage
So far, I'm enjoying it a lot. I'd disagree with the notion that the players going for score will have a lot more resources than newer players, though - given how many life pieces it takes to get the later lives, I can't really imagine scoreplayers being ahead by more than maybe a single life, which will likely be suicided away at some point anyway for the extra hyper. It appears that the majority of life pieces appear after boss spellcards, which can be easily collected by a quick circle around the boss after the card ends, so they'll easily be available to most players - I imagine survival players would also try to time their hypers for sections with a lot of life pieces rather than bpv spirits, which would surely make up for the few they may have missed beforehand. Aside from that though, I'd agree that ZUN has really given the advantage here to those who try to work the system to a degree rather than just dodge bullets from the bottom of the screen, as could be done in the previous games largely without exception (although maybe UFO chasing was a forerunner of this?) - it seems like a 'guys, stop ignoring the scoring system' sign. :V
The shift in emphasis to aggressive pointblanking rather than grazing bullet-heavy patterns is quite a change, but it still seems fun regardless - it's simply ZUN trying something different, which he seems to have been doing a lot lately. The speedkill mechanics worked well for Dangun Feveron and seem (to me, at least) to be working here, but obviously it's difficult to say for certain until the main meat of the game (stage 4 onwards + Extra) is available. I'm optimistic, though.