Forums  /  Metroid series  /  Super Metroid  /  Question about allowed controllers
  Excalipur2Excalipur2

Hello, Super Metroid speedrunning community!

So, I'm currently using an iBuffalo Snes controller with emulator to practice this game. I haven't submitted any runs yet. The rules states:

"
The input method of systems must also simulate the original hardware. Original SFC/SNES controllers, Wii Classic Controllers, SNES Classic Controllers, and USB controllers are allowed. Keyboard is allowed if and only if the player is using a computer emulator.

Any controller with functions that do not exist on the originally manufactured controller (A, B, X, Y, L, R, Start, Select, Up/Down/Left/Right) - such as macros and turbo - is prohibited. This includes any controller with such functionality built in, regardless of manufacturer. Basically, any external hardware that creates a situation which cannot be replicated with out-of-the-box hardware is prohibited.

Similarly, remapping controls in a typically impossible method - such as assigning Angle Up, Angle Down, Start, or Select to a 'face' button (A/B/X/Y on the original controller) - is prohibited.
"

Does this mean that I can't use the iBuffalo Snes controller since it has turbo functions, even though I don't use those functions? And if that's not allowed, is the PS4 controller allowed, assuming I didn't set up more than one "l" button and one "r" button and otherwise mapped the buttons correctly?

 
  hcfweskerhcfwesker

You should be fine, long as the turbo options aren't used. Can't even think of an instance where turbo function would even benefit anyone in an SM run, other than holding L/R for arm pumping. (turbo function would kill charge shots, run speed, jumping height, etc.) And, yes, ps4 is allowed seeing as some runners actually use it on their emulator.

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  hero_82hero_82

I think the PS4 (and XBone and 360 controller) are fine as long as people aren't mapping multiple buttons to the shoulders. If we get into a scenario where the controller is being mapped in a way that is impossible to replicate on a SNES controller I don't think that is in the spirit of the game and should be allowed (i.e. angle up, angle down, and item cancel or dash all on the shoulders).

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  Excalipur2Excalipur2

Thanks you two for the answers! Good to know that both seem to be acceptable.

 
  hcfweskerhcfwesker

"Similarly, remapping controls in a typically impossible method - such as assigning Angle Up, Angle Down, Start, or Select to a 'face' button (A/B/X/Y on the original controller) - is prohibited." <--- looking at this rule got me thinknig, how does this pertain to keyboard runners? Considering they can map the keys anyway they feel is comfortable for them. Is it just an "out-of-date" rule?

 
  Oh_DeeROh_DeeR

Keyboard usage on console games is always a delicate matter, since it allows not only atypical remapping, but also input sequences that are impossible on a controller altogether (e.g., alternating directional inputs in very short succession, or even - if not explicitely disabled in the emulator settings - opposite directional inputs at the same time).
In practice, most communities allow keyboard as long as there's no obvious tangible shift on the leaderboards due to some kind of technical advantage. It's the same here, I suppose.
If some technique would emerge that would vastly benefit the keyboard input scheme, keyboard submissions would simply be disallowed at that point or put in a separate category.
As long as keyboard submissions are insignificant they're simply tolerated.

tldr;
So my answer to your question would be: It's a grey area.

 
  hero_82hero_82

I would think a smart thing to do in our community would be to require input display for emulator runs with keyboard (or maybe all emu) so that it's obvious if multiple directions are mapped to the same key to gain an advantage. I don't think keyboard is an advantage in most situations; walljumping and being able to put item deselect wherever you want are the only things I can think of