Posted February 17, 2021
![avatar](http://images.gog.com/cace56223179e0208204c429fc9ad8348a43ec21d96205e1c8f62c4623ef347c_avm.jpg)
There are some games that actually do this; VVVVVV and Celeste come to mind. (I believe VVVVVV doesn't let you do Time Trial with this, unfortunately, which limits its usefulness (Time Trial is the easiest way to load a specific level without playing through the game), but Celeste has no limits on its use, and even allows changing the speed without exiting gameplay.)
Another relevant accessibility comment: Turn-based games should never include mandatory action minigames, as they can create an accessibility barrier to some players.
![avatar](http://images.gog.com/df249951a5aee3a026cf2d660660c04ffe771555fc3e82f239f997cfbf9e1da6_avm.jpg)
(Interestingly enough, one of the most technical things one can attempt, Super Mario World arbitrary code execution, doesn't actually require quick reactions; what it requires, instead, is extremely precise positioning.)
Edit: Also, looking at Tool Assisted Speedruns (TAS) and their commentary can provide some explanations as well. As a side note, if you want to get into speedrunning, but don't have the reflexes, and don't want to choose a game whose speedrun doesn't require them, you could try making TASes. With a TAS, your reaction time doesn't matter because you might very well be playing the game (or at least critical parts of it) one frame at a time. (Do note, however, that making an optimized TAS is a lot of work; if you're doing one frame at a time, it will take a long time to complete the TAS.)
Post edited February 17, 2021 by dtgreene