Flying Red Barrel - The Diary of a Little Aviator

Flying Red Barrel - The Diary of a Little Aviator

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Some Quality-of-Life improvements suggestions?
I am enjoying this new version of Flying Red Barrel now that I had gotten an opportunity to re-buy it from the Steam Summer Sale, though I think there could have been some other improvements that this remaster could have benefited from to help it stand out more from the 2009 version by Rockin' Android.

1. Make menu control remapping independent from gameplay remapping?
I was surprised to see that there was any options to have menu button remapping be separate from gameplay buttons like in previous Fruitbat Factory releases like in sora and QP Shooting - Dangerous!!, button the gameplay and menu buttons are tied together like in the original Comiket release and the 2009 English version by Rockin' Android. Could it be possible to have the menu controls separated from gameplay controls?

1.1. A dedicated "Slow" movement button for gameplay?
Another thing I wish could be an option is to have a "Slow" movement button during gameplay so I don't have to wait a second or two to hold down the Fire button to slow my movement to make precise and slower movement around bullet patterns when possible but still have original option as well.

2. Add the ability to re-play different paths in Practice mode?
Something that I was surprised to see when I wanted to revisit a stage from a particular path I encountered previously was not available at all from the Practice menu, the only option I had was path I took from an entirely different path in the story earlier. So could it be possible to include not just the path that was previously taken available for Practice mode, but other branching routes as well for the stages that they apply to (e.g. Stage 2A, Stage 3B) to allow players to practice a particularly difficult story route?

3. Can the border art on the sides of the game screen fill up the rest of the unused space?
I can understand that the game's original border art was meant for a 4:3 displays, but now that this remaster has the ability to play the game in widescreen, it feels so odd to see that the borders on the side of the game cut off where the game's original 4:3 viewport was when played in say 1920x1080 with the original aspect-ratio. So could it be possible to implement other border art that can cover widescreen resolutions (e.g. 16:9, 16:10, 21:9)? I ask this because, unlike QP Shooting - Dangerous!!, the empty black spaces on the sides worked on that game's favor because the game itself used the entire 4:3 space for the gameplay whereas Flying Red Barrel uses a vertically-oriented viewport and the borders cutting off on the sides of that game when played in the original 4:3 aspect-ratio being rendered in widescreen feels like uneven and not much window dressing was done in Flying Red Barrel's case.

I believe there was also a discrepancy or two someone else brought up as well that was missing from the original game, so can those be investigated as well? Thank you in advance.