7.9
Splinter Arena
The best fighting game of the bench and the least accommodating. Nine inputs at peak, four locked out of rebinding, five holds with no toggle anywhere in the menu.
Peak simultaneous inputs, share of actions that can be reassigned in the menu, and the number of sustained holds offered without a toggle alternative. Scores are for the game; the figures are for you.
Six reviews · 212 benched to date · four devices each
7.9
The best fighting game of the bench and the least accommodating. Nine inputs at peak, four locked out of rebinding, five holds with no toggle anywhere in the menu.
8.6
Three buttons, complete rebinding, and the only hold in the game convertible to a toggle. Proof that a punishing platformer costs nothing to make configurable.
8.1
Two hundred and six bindings and not one of them fixed. Playable properly on a pad, better on a stick, and it never pretends the pad is a compromise.
6.4
Seven holds, six unbindable actions, and a lean that must be sustained through firefights lasting minutes. The tactics deserve better hands than it allows.
7.6
Never asks for two inputs at once, which makes it identical on all four devices. The most boring result in the bench and the most useful one.
7.2
The best analogue throttle modelling here, wrapped in a menu that cannot detect a switch box and a pit request bound to a two-button chord by default.
Sustained holds are the single most common accessibility failure in the archive, and the cheapest to fix. The figures, and the four games that fixed it well.
A survey of device detection rather than key mapping: how many games recognise the hardware, how many need a translation layer, and how many refuse outright.
The four devices, the counting rules, the difference between a locked binding and a missing one, and the limits of testing with four pairs of hands.