This sheet does not achieve its specified goal. When using a tool, the question that always comes to mind until muscle memory kicks in is "how do I do this?" and not "What will pressing that key do?".<p>Think of it as a control settings in a console game menu: there are two ways to display the info, one is good design, the other is bad design.<p>Bad design: a list of buttons, and for each button the action. (ex: A = Shoot, B = Jump, C = Crouch...).<p>Why it's bad design:
If you want to learn how to perform a given action, you need to parse the whole list to find the action, then look at the button, because there is no index.
Likewise, if you want to change the button performing the action, you press the new button, scroll the list of choices, select the new action, press the previous button that was performing this new action, scroll the list of choices, select another action. One click, one scroll for each step.<p>Good design: list of actions, indexed in alphabetical order (or any order that makes sense in the context). (ex: Crouch = C, Jump = B, Shoot = A...)<p>Why it's good design? You can use the index to find the action quickly. Also, when changing the keys, just ask the game for a complete key remap and reply to each "press button for Jump", "press button for Shoot" etc with a single button press each time and no chance for a conflict.<p>A better design would be for this cheat sheet to display an indexed list of actions, and then the "motion" required to perform it - or a list of acceptable solutions. The problem with VIM as I see it is that it requires understanding an additional layer of abstraction: it's not "press A to Jump", but rather "press A to execute the action that is relevant to the mode that you're in: if grounded, jump and enter airborne mode, if airborne, jump and enter double jump mode, if in double jump mode, do nothing". Both do the same thing, but if what you're looking for is crossing a pit, the solution in both cases is simply to press A twice - except VIM is designed to be so powerful that there's no way to list actions without mentioning at least the possibility of side effects. On the good side, if you are proficient with VIM, plan things in advance and know exactly where you are compared to the pit, you can do a double jump backflip and shoot at the marker with a single keypress, and even add a numbered parameter to specify the number of bullets which can be a function of remaining ammo, distance to ammo bonus, number of enemies on screen and their toughness, etc. Sorry for the stupid metaphor, it kind of made sense while I was writing it but I can already feel bad karma coming my way :P