Two Big Red Buttons for Approving What Cascade Just Did
Slam Buttons is a pair of full-size arcade buttons on a single plate, wired, macro-definable, built to be hit rather than pressed. Mapped to accept and reject, which is what almost everyone maps them to, they turn the two decisions you make most often while reviewing a Cascade plan into a single satisfying motion each.
Why would two buttons beat a keyboard shortcut?
Size, mostly. They're large enough to hit without looking, which matters when you're reading a diff on screen and don't want to glance down to find a key. Everything else in this catalogue is an efficiency argument; this one is honestly a satisfaction argument too, genuine arcade switches have a long throw and a loud, audible bottom-out, and that feedback makes reviewing agent output a little more fun than clicking a mouse button, which in turn tends to make people review faster rather than let a queue of proposed changes pile up.
How does this compare to a foot pedal for the same job?
A foot pedal like Pedal Three gets you the same accept-and-reject mapping, plus a third pedal for something else, without taking up any hand or desk space at all. Slam Buttons trades that flexibility for something a pedal can't give you: two buttons in front of you that you hit with a hand rather than a foot, with a mechanical thud you can feel and hear. Which one is right depends on whether you'd rather keep your feet free or your desk uncluttered.
How does that fit a multi-step plan specifically?
Cascade doesn't propose one change and stop; it works through a sequence, and each step in that sequence is exactly the kind of binary decision, take it or don't, that two big buttons are built for. You keep both hands free for reading the diff and typing follow-up instructions, and the accept/reject action happens with whichever hand is nearest. Count how many steps a typical Cascade plan runs you through in a day and you've got a rough sense of how many times you'd be hitting these instead of clicking a mouse.
Are they real arcade parts?
The styling is straight out of an arcade cabinet, and the plate carries the maker's own mark.
Who doesn't need this?
If you review changes in short, infrequent bursts rather than working through long multi-step plans all day, two dedicated buttons on the desk are solving a problem you don't have often enough to justify the space. And if the loud bottom-out of a real arcade switch would bother anyone near you, that's worth testing before you commit a permanent spot on the desk to it.
See the Slam Buttons product page, the same accept/reject mapping for a terminal agent in our Claude Code guide, and more Windsurf guides.