Index 212 games benched in total Six in the current bench
Controls Remapped emblem Controls Remapped Reviewed at the input layer
Review index

Every game in bench twenty-six, with the figures that decide whether your hands can play it

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

All six Fully rebindable Partial Fixed scheme Switch box supported Switch box ignored
Two stylised fighters facing each other on a rooftop beneath a red sky 7.9
Fighting · Lead test

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 9Rebindable 44%Holds 5
A cloaked figure mid-leap between red stone pillars 8.6
Platformer

Red Pillars

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.

Peak 3Rebindable 100%Holds 0
View across a propeller aircraft cowling towards mountains 8.1
Simulation

Updraft Line

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.

Peak 4Rebindable 100%Holds 2
A squad moving along a rain-slick gantry with red lights 6.4
Tactical

Gantry Nine

Seven holds, six unbindable actions, and a lean that must be sustained through firefights lasting minutes. The tactics deserve better hands than it allows.

Peak 6Rebindable 62%Holds 7
Overhead view of a grey fortress on a hexagonal plateau with red banners 7.6
Strategy

Banner Plateau

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.

Peak 1Rebindable 100%Holds 0
A single-seat racing car throwing spray on a wet grey circuit 7.2
Racing

Wet Circuit

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.

Peak 5Rebindable 78%Holds 3

The hold problem, across two hundred and twelve games

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.

Bench note

Which games can see an adaptive switch box at all

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.

Bench note

How a bench is run, and what it cannot tell you

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.

Protocol