Awesome new update

Thanks Simone!
- continue feature: I would welcome one in the cart version (no emulation cheating possible). The difficulty itself is very well balanced, IMO, but it tends to get a bit tedious to have to restart from the beginning all the time. Clearly, the Tempest approach should be taken though, for the good reasons Nathan spelled out.
- scramble level: cool! Admit that I at first thought it was just a dodge! variation, but it quickly became obvious that it has its very own gameplay style - more like sliding between the enemies
Don't think it needs to be changed as it's been greatly implemented and the collision detection is very fair. Plays very smoothly once you got adapted you mindset to "sliding"...
The only shortcoming is the missing exclamation mark in the stage title
Some comments/ refinement suggestions:
- game intro: I love the stage transitions - find they work like butter now, and keep the flow of the game very smooth.
As a start-game intro the effect is a bit weak though. My suggestion for this is a take on the classic (and tired) mothership dropoff intro. Let's call it "motherbubble"

The sequence would be like this:
1) a bubble, slightly bigger than the spaceship enters the screen from bottom and flies to the middle at normal speed. Stops.
2) a text appears on the top half of the screen: "This is living!" - setting the tone for the "funk meets existentialism" mood of Lead, as to be experienced with stages like Fire!, Dodge!, Catch!
(and a nice spoof on that funky PS3 ad campaign)
3) bubble bursts, ship appears in its place. (-a ship is born!)
4) ships drops to the bottom at normal speed. Game starts! (-ship sets off to discover the universe he was born into)
- catch stage: looks beautiful and plays like a charm. Could you add some (red) flash effect when the player misses an enemy? Either full screen, or probably better, in a strip below the player ship. Would add some drama and keep the player excited...
Also - I never managed to catch them all, so I could not verify it: is there any "perfect score" bonus? Just think it would add some extra motivation and kick to this stage...
- catch bonus items: perfect implementation of this great idea! Integrates smoothly and really adds to the gameplay!
Only wonder what happens when the player already has accumulated a full arsenal of five smartbombs? I managed this once to watch what would come next, but was a bit deceived to see yet another smartbomb icon. Caught it, but am not sure what effect it had. The number of bombs in reserve remained the same, and I could not notice any score effect.
Would be nice if you could introduce a new bonus icon in this situation, that would increase the player's score: say by 20, 50 or 100 points - maybe a random effect, like the UFO in Space Invaders.
In that case the bonus "friends" should be distinguishable by color or shape...
- attract mode: missing right now, but would add to the first class arcade quality of Lead.
Hopefully easy to implement, yet very efficient:
A continuous cyle between title screen and demos of the most characteristic stages. For instance:
Title - Shoot demo - Title - Dodge demo - ... repeat.. Title - shoot ...etc.
- option screen: beautiful now. Great to see the attention you're giving to improve and finetune even secondary aspects of the game!
One mini-suggestion: since Lead1K is less of a tuning option, more like a fullblown extra feature, maybe it could be
decently distinguished by having it, for instance, "encapsuled" (like a hieroglyph).
Hope Simone it's obvious that all this suggestions (and I guess the others') are fed by the enthusiasm for the great game Lead is! Once again, hats up for this great creation!
Eric