heh, this topic proved a little more controversial than expected!
If some of you guys like health bars, you might enjoy 1942: Joint Strike on PSN - it takes soo many hits to kill you, and you keep on getting extra lives; even for playing really badly! In all seriousness, this game does seem to offer some innovation in multiplayer, both online and off, as you can initiate some 'joint strike' clothes-line type attacks (is that even a type of attack?) which will only work with co-operation in 2-player. Apart from this, however, I'm not really a fan of the game, it's too forgiving and, whilst I don't bother with hi-scores in all shmups, I'm real pissed that my copy of 1942 JS doesn't rank or record any of my scores online or locally, no matter how low or high.
Yeah, so, elvis let the cat among the pigeons! For me, chasing scores can be really satisfying, but only comes when I get to know a game past the point where either i) i can survive, or ii) i know i can't survive, (in all honesty though, I don't have many games in category i)

).
I find that, if I enjoy a game enough to continue playing it knowing that I'm not likely to be able to beat it any time in the near future, or indeed after having 'beaten' it ( ... ), I can gain some real satisfaction by measuring my progress and improvement both against myself and others, through high scores tables.
The contradiction comes when chasing scores then impeeds progress in the completion (i.e. 1cc) of a game, although all the time spent playing for score will still improve a player's knowledge and experience of a game, and will therefore benefit the completion effort in the long run... Take Radiant Silvergun as an extreme example - the scoring is all about colour chaining, although I'm not very good at this game, so whilst I can chain the first level, and maybe even the second on a good day (maybe... don't quote me on that) I've got no chance after this point - BUT - after the time I invested in chaining those levels, I then attacked the game from a completest perspective, and got a whole lot further, and feel a lot more confident that the game will one day fall to my finely honed opposable thumbs - following which I guess I'll have to do it all again with chains intact!
As a second example, take the supremely accessible MARS MATRIX, it's got some bastard passages, but also a really effective and easily understandable scoring and chaining system - the more kills you chain the higher your score multiplier will increase, to an almost exponential extent (i think... mathematicians please comment), and in order to tackle the 'bastard' passages, you need to be able to understand and play the game to the extent that you can chain a decent score in the game up to these points. Hence getting a high score and completing the game go hand in hand.
Yeah, so, like, I don;t think we should bust balls for being elitist, it's just that players like elvis and me are better than you

rofl, that's cruel...(and probably untrue - really.. i'm having a laugh:))
I just mean that it's a way of getting more from your game... Ikaruga is a 30 minute blast all told, but I've had longer out of this game than either of the RPG's I've completed, and I'm still going strong. It's actuelly quite humbling to know I'll probably die before 1cc ing Ikaruga (I hope not, but it's a possibility...)
Oh yeah... and 'shmups' should be in the dictionary, at least then people should stop calling them 'schmups'
