I just want to say that CyberCore and Sinistron are not "easy" games...they are moderate. It takes time and practice and you'll beat them, but they have many challenging elements to them.
It really depends on each person's play style. Games in general may be easier for me than for many people, but I believe that the reason I beat CyberCore in a single sitting on my TurboExpress the first time I played it is because it just happens to suit the kind of gameplay I am comfortable with.
Sure, but do you think the average newbie (looking to have fun) is going to find CyberCore easy or moderate?
I don't know myself. Maybe this is too subjective. Maybe you're right—it comes down to the mechanics that a person is comfortable with.
Even if we put CyberCore in "easy" column, I wouldn't put Sinistron in the easy column.
And what is wrong with using the default number of continues? Or even a shooter with unlimited continues but you have to restart the stage?
Because any shmup worth a bag of dildos resets the score to 0 after you continue. Believe me... I too was once a bottom feeder (aka credit feeder), but I have seen the err of my ways. Nearly all shmups, even console exclusive shmups, are designed to be arcade styled. And as an arcade styled shooter, the entire foundation of the game is built around the concept of playing for score. Even if you're not playing the game *for* score, you're still playing a game that's designed, from the ground up, around scoring... but in that case, the game is more or less playing you. Taunting you. Laughing at you. Play the game, don't let the game play you.
I am familiar with this point of view, but it is misguided.
First, I don't enjoy or engage in no-skill credit-feeding. I think it is silly.
However, there is a way to intelligently use the continues that a game provides.
Let me explain why: while I, too, enjoy 1CC'ing games, I do not think that REAL MEN hit RESET after dying.
Why?
Because only through sheer creativity, tenacity and SKILL can a player tackle the seemingly impossible task (in some games) of recovering after you lose power-ups.
The true test of a real shootemup fan: Armed with only a peashooter, how far can you make it? What strategies are you going to use? What combination of speed/power-ups are most effective when you are STARVED for them?
This is a different mentality than credit-feeding, and, honestly, I don't enjoy credit feeding.
If a designer included continues, I think it is perfectly acceptable to use them when you are still learning a game (with moderation, of course). Starting a stage again, but with a mere Pea-shooter, is a great challenge in many games. Don't hit reset.
I personally think it makes games EASYGOING if you are always powered-up with full weapons...I have thought about this over the years...
Of course, I am referring exclusively to old-skool shoot-me-ups...which usually limited lives/continues and dictated re-spawn locations (current location, checkpoint, back-a-few-screens, beginning of stage). Sure, in the arcade some games allowed you to credit feed to the end...
Bullet-hell and what I consider "new wave" sub-genres have a different formula, credit-feeding in these games is still problematic because you are usually re-spawning without being sent back to check-points/beginning of stage...I think this is where the "hit reset" philosophy gains credibility.
Ultimately, used in moderation, I think it is ok to use a few continues, especially when you are truly testing your skills. SPAMMING BOMBS is lame and not the sort of thing I condone. As long as a player is thinking "this is my last life, how far can I make it on skill alone?" then everything is OK.
IF YOU ARE SPAMMING BOMBS, hit reset, you fool.