Well, actually, Escape isn't the real pause key. If you look on your keyboard, you'll notice a key you've probably never pressed that says "Pause/Break". That's it.
Considering SRB2's controls are configurable, I don't really see a need to explain them in-game.
I'd like to note that our goal here isn't to provide a game that everyone will like. It's to provide a game that is similar in design to the classic Sonic games in 3D, and classic Sonic never sat down and explained anything at all in-game, it just expected you to figure it out. With the exception of the infernal barrel from Carnival Night, they did just fine.
Except the classic Sonics were played on a Genesis, with a controller with what? 12 buttons?
And obviously the control pad with directional arrows is how you steer, like on the computer (I'm not sure since I configured my SRB2 controls 5 times already but I think the arrow keys were steering) but a computer has no 'jump' button, pretty much all the buttons on the right side of the Genesis were jump, you figured out the rest, but that wasn't hard, as soon as someone would hit down when running (which is how I figured it out anyway, I think) they'd see Sonic / Tails / Knux roll, they might get curious and figure out how to spindash, and as soon as someone pressed jump twice on Sonic 3 they might figure out how to fly as Tails or something.
If this were on a console with a controller that has few buttons and is so obvious to figure out what some of the buttons do it might as well have flashing arrows pointing to it, I'd agree and not have a problem with it, but this game's for computer.
Computer games are vastly more confusing just because most people play them on a keyboard that has too many keys to count, obviously if you're typing it's not hard to figure out what does what, but it's a bit different in a game.
With a controller, you have literally every button at your disposal with a shift of the thumb, so obviously it's not as confounding to figure out what does what, and no Sonic game (official, anyway) that wasn't a port played on the computer, and don't get me wrong, I do love this game's appreciation for the classics, but the first time I played and realized I had no idea what keys did what I sorely wished for a controller (I don't think PS3 controllers will work on my machine...) and just tapped buttons in order, which I've never done before because there's keys on here I've never used and I was afraid of breaking something.
I don't think it should be considered hand-holding to at least tell someone how to configure their keys, why is that hand-holding? I've played more mature games that have a pop-up at the start that tells you more than that.
Actually I think there are some games that badly need something like a key guide. *eyes Garry's Mod with bitter distaste*
I think he meant a Tails player let go of him while he was being carried.
she* and yes... >.>
That exists and is called "playersforexit all". Whoever hosts a coop server without that should be ignored anyway.
Thanks, and why can't this be default?
That's the point. It's a competition. Everyone has the same chances, but if you have more skill, you're obviously going to win. That's as fair as it can get.
That's why I don't play Match and why I hate it. Do you understand now?