I wonder if that sniper was running towards a set coordinate, before firing; potentially lethal to players busy elsewhere, but handily slapped down by those nearby. As we all know, enemies in Konami and other first-rate run/guns often have a degree of intentional "blindness;" letting a skilled player maneuver around their set paths, punching discerning holes in the dragnet. It's something I really re-appreciated in GNGR, with what look like impossibly thorny enemy waves being quite negotiable, once you realise that sprinting Skeleton Murderer isn't gonna double back (or halt) to punish your neutral hop-over.
Needless to say, GNGR and other classics make sure to complement "blind runners" with enemies who are wickedly aware of your position, and will aggressively hunt you down - that design nous is what distinguishes the real masterpieces.
OFC, yeah, might just be a flub on DeathWish Enforcers' end.
Pondering those is par of the fun with these
~A Tribute To [X]~ affairs, imo - as long as the chassis is solid, of course! Get your fundamentals down, boyos!
Super Cyborg's another I have to properly write up. That one got its broad strokes correct, as the FC Contra III (feat GB Contra) that never was, with only a few minor dings in my estimation. If DWE is similarly competent, I'll be happy enough.
Gotta say I love the aesthetic, if nothing else. Hard-boiled 70sSploitation is a great choice for Sunset-calibre body stacking. Anime Peckinpach meets Anime Siegel.