Thinking of it like tank controls helps. You can usually back up while turning and dodge some fire. Some levels are just hard as nails, though. I did a test run for 100% kills yesterday. The first six levels took maybe twenty-five minutes. The last level took fifteen. Ten of them after a mid-level save, just trying to clear the final room.
Some near-future project will just throw sprites. Walls represented mostly by corners, lumpen floors marked as highs and lows, enemies... presumed. Slayer The Hawk was originally supposed to be vertex-only Wave Race, or like, Thunder Helix. But it could be another shooter. Throwing dots is so much faster than trying to squeeze a tilemap onscreen, six columns at a time.
Pain is the difficulty level, but all it changes is AI speed. Only a few tiles each frame let enemies "think." More pain, more tiles.
Suffer is kind of a joke at this point. I was padding empty space, early on, and leaned into the edgelord vibe of putting an ultraviolent blood-splattered game on NES. It's stuck around because it turns out to be useful for testing health, death, respawning, etc. If I keep it, it could give you ammo, as a trade-off. But it might just disappear.
Start Over-- is broken again? Dammit. It's supposed to restart the level.
Edit is a full-featured editor. There's terse instructions in the readme. There's mouse support. I'll have to document all the lower stuff at some point.
There's a secret option below Give Up that toggles scattered versus linear updates.
Mouse support also works with gameplay. Rapid turning causes visual issues, because the NES fillrate sucks. Then again... smooth movements seem fine. Can I just double the turn speed? Oh, wow, yeah, that was easy. Twitchy. Very prone to lingering columns. Especially with scattered updates. 1.5x speed, every-other-frame, judders. And still has visual errors on busy levels. Hmm.
Screw it, I'll upload the bare ROM.