>>184592
>if you have a problem with six different inputs for five possible jumps, including an overlapping command, then you must be the same guy as last time
<that's schizophrenic
>OMG YOU MUST B CUCKCHANNR
Proving my point.
>jump controls are the best they could come up with
I will concede that having a lot of different jumps in a game like Worms is not an easy thing to do because the worms having shitty walk speed and relying on tools, etc. is a core part of the gameplay - but I think they could have simply bypassed the issue entirely by doing one or more of the following:
- have a menu of jump types to choose from, with possible hotkeys for different arcs
- remove the more niche jumps (vertical, backflip) and just have four total
- let the player choose an angle and a force, similar to throwing a grenade
The game would obviously be quite different if the first or third points were implemented, but if the "only" possible option is to design a clunky and inconsistent system like the one they chose, then they should have gone back to the drawing board.
>placement of the jump keys
The literal keys on the keyboard don't matter, which is what I was saying in the post you're quoting. Not literally the J key and the M key, having a single key for jumping and a second key for modifying that jump. Enter and Backspace are insane choices for jump keys, but they could be literally anything as long as the behaviour of each individual key was consistent. Currently the most basic options, single and double taps, are:
Enter - forward jump
Enter, Enter - back jump
Backspace - vertical jump
Backspace, Backspace - backflip
It would, at the very least, make more sense for one jump button to be "forward and neutral" and the other to be "backward and slightly less backward."
>more arbitrary
As opposed to the current system which has triple combination inputs, and six ways of inputting five actions. It resembles a chain combo in Tekken 3, not jump commands in a strategy game. Lots of other games had more complex problems with better solutions at the time of this game's release, so the primitive nature of PC gaming and a lack of standardized controls isn't an excuse.