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For me we lost 2 things with the removal of grades:
Collapsed PLUG mentioned the lack of feedback, and I agree that this is something that TGM4 could be better at. Going back to Bayonetta, each encounter was measured and graded according to Combo, Time, and Damage received and this all contributed to an overall Grade. I think this is good feedback for the player ("My combo were good but I got hit too many time, hence my Bronze rating on Damage") and a good way for the player to be better at the game. This give to the player a clear goal to hit and to work with (focus on speed, focus on the enemy, focus on the combo, etc.).
I think TGM4 should do similar, and in fact in the series there was already something similar with the medal system. You got bronze/silver/gold medal for section time (ST), Tetrises (SK), All Clear (AC) and Combo (CO). If we can get this back this would be really cool for the player to be better at the game (I remember some screenshot of early version of TGM4 that still had those). Maybe we can even add a "holes made" medal ? (I half remember that "holes created" was one of the criteria in the TGM3 pentagon at the end of a game).
And maybe we could go even further and have per-section medals ? (similar idea to Bayonetta where each encounter is graded)
One other way to give player good feedback is to take advantage of the replay function. I think if there was a way to immediately replay the recording (rather than having to go the the practice menu) at the end of the game this would help the player see where he did good, where he did bad, and where he could improve. I saw that Steam relatively recently integrated a timeline API that let the dev add events marker to the game recording (video, documentation page). I think this is an intriguing idea and could be exploited for TGM4. You could have a replay with all Tetris highlighted, a danger marker when you are about to top out but survive for a long time, etc.
So yeah, there's room for improvement for TGM4 in the subject of player feedback. Note that for a potential grading system, I don't mind having the precise mechanics of them hidden from me. Rather I'd like for the game to point me to where it thinks I should focus my training effort.
In Asuka at least, having just S1..S12 then Asuka-Master is sufficient IMO. It feels close enough to a budget Shirase to me :)
Oh yeah, now that you have mentioned it, I remembered Mihara-san saying something like "no complex GRS". It could be temporary, but for now, you're right that we are stuck with the current level counter for the Asuka mode. But I want Backsteps and Infinities usages to be counted against for the overall "how clean you were" measurement.
And it's called Asuka, so I reckon, why not A1, A2... A12, and Am? :)