I don’t personally have a physical disability, but playing the Deluxe rerelease of NSMBU was a nasty reminder about how a lack of consideration for common disabilities can make for a frustrating experience.
The main thing I’m hung up on is the implementation of the run button. It’s the same as it always was, where you can hold down the Y button to run faster, which you’ll almost always be doing because of how slow the default walk speed is.
I probably don’t need to explain the issues inherent with a mechanic that requires you to constantly put pressure down on a button at all times. Even for me, it’s physically painful to keep doing that for several minutes at a time, and likely impossible for anyone with several common disabilities that prevent tightly holding any object for very long.
What sours me is how barren the control options are: you can swap the run and jump face buttons. That’s it. No rebinding, no changing what the trigger buttons do (in the case of the two left triggers, literally nothing). Donkey Kong Country: Tropical Freeze at least had the decency to let you hold the triggers to run, which is better but still not ideal.
And the especially weird thing is, Nintendo already solved this is the rerelease of Mario Kart 8, which had an auto-accelerate option. That was a huge relief both for people like me who can easily get hand cramps, and probably a godsend for anyone who physically could not keep the button held down for very long.
I don’t have anywhere to go with this, since I don’t see Nintendo patching the game for something like this, so I’ll ask a question for people here: has a passive design choice with controls ever created a physical irritation or outright barrier for you?