In which I fuss about controller support like everyone else
This complaint is probably as old as SMB on Windows but what the hell, I'll vent anyway. I play platformers on a keyboard. Partly because I don't have an Xbox 360 controller, partly because I prefer binary inputs anyway, and decades of playing games on the PC has gotten my hands accustomed to it. So it strikes me as a big stupid slap on the face when I play Super Meat Boy and there's only one control option for keyboard, which requires to hold your hand in one of the least possible positions, and they even picked the spacebar as the jump button (sure, it's fine if you don't need precise or frequent jumping, but the spacebar is literally the biggest button on the keyboard, it's not mechanically suitable for the kind of actions and timing SMB demands). Why can't AS or ZX be the run/jump buttons? I dunno. But there's no comfortable way to hold down shift and use the spacebar for long periods of time.
To add insult to injury, every ♥♥♥♥♥♥♥ed time the game loads they slap a big messages berating you for not using a 360 controller. FFS why would you make an uncomfortable control scheme, and then say it's my fault for not buying a $50 peripheral?
Until the day Team Meat owns up, I guess I have to go and edit buttonmap.cfg manually. It's a great ♥♥♥♥♥♥♥ed game, don't get me wrong, but I don't see how you can program, animate, and playtest for 19 playable characters to work in 240 levels each, but can't put button mapping in the options. Pretty lame.