About the subscreen, you can use scripting to enable L/R buttons to switch quickly the weapons, even Ex1/Ex2 for the A button. I see that in another scripted quests.
Does it cycle through the items the same way it does on the subscreen? Because pressing L only cycles through the items on the same row as the current item (pressing R at the end of a row wraps to the beginning of the other row.)
And with two selectable buttons, well... I'd just find that confusing. Trying to switch weapons on the main screen with stuff trying to kill me seems inferior to switching to a subscreen where I can pick what I want, without getting attacked. I just find the second-long scroll in and out of the menu to be obnoxiously long.
Plus, I've already got F1, F6, F12, F11 and I mapped to buttons (with Joy2Key) so I've pretty much run out of buttons to assign things. Sure, I could clear them and reach for my keyboard... but it would be easier to just use the subscreen, but have it load faster.
Demo 451
Aquarius 2A: There's no enemies on this screen anymore.
Scorpio 24: One of the enemies on this screen (not sure which) dropped a Life Tank. Intentional random drop?
Aries 71: I would suggest perhaps making some of the destructible holes in the pillars 2 tiles high instead of one, so that you aren't required to chain three pixel-perfect jumps in a row to reach the upper-left ledge. This room only took me a few attempts on the last couple playthroughs, since the collision code revisions, but on this playthrough, it took me nearly fifty tries, and got really tedious. I'm practicing the jumps afterwards (took away my High Jump) both on my gamepad and keyboard, and not improving much/still mostly bouncing off the pillar above or walking off the edge without jumping, so I can only assume the pixel-precision required is as much due to chance as skill, and that I just got lucky on the previous playthroughs.
Is anyone else having this much trouble with this room, or am I just playing badly/with a bad controller/keyboard?
How does the player handle for others (compared to me?) Using my keyboard, and pecking the arrow keys as briefly as possible, my sprite usually inches left/right 1-2 pixels, usually 2. When I tap left/right on my D-pad, I move 3-5 pixels, usually 3 or 4. Is that my shitty gamepad's fault, or does the engine just handle less precisely with controller input vs. keyboard? I'm wondering if the engine just isn't getting my jump signals in time via the controller, and that's why I keep running off the edges when I'm trying to time it to jump at the corner. But I also tried practicing on this room with my keyboard, and I'm still falling most of the time.

