Since the game is designed in a 3-D interactive setting,
why should the player's interface only be 2-D? Utilizing the
interface setup used in trackballs and computer mice, these dual
3-D joysticks used for each player will be able to pivot in a
full 360 degree radius, register every micro movement of each
joystick, (not just the traditional four switch setup of your
ordinary joystick) have a button positioned in some of the finger
grips, and a steel shafted cross beam that connects the hand
grips to the machine that actually float, (by use of a heavy duty
spring and dual locking supports) giving the joystick access to
both the x, y, and z coordinates. And in this fashion, by moving
the left joystick in any direction, the Fightoid's left hand will
smoothly glide along with the movements of the left joystick.
Ditto, the right one. Let's say, for example, you wanted to throw
a left uppercut to your opponent in the face. To execute it, you
first slowly pull back and down on the left joystick. Then, start
to pull upwards on the grip while still pulling back on the
joystick. Next, reverse the maneuver with a quick thrust on the
grip and complete the maneuver by continuing to push both forward
and upwards on the joystick (correcting slightly to line up the
punch with your opponent's face) and stop the maneuver when your
Fightoid's fist impacts with the opponent's face. Or, to inniate
a defense against such an attack, you could pull both joysticks
back and up to try and cover your face in an attempt to block the
impact with your Fightoid's hands and arms. (Sure seems more
realistic then just pressing a block button for protection from a
broad range of attacks to me.)
PLEASE NOTE: Since this concept was introduced after most
of the other scripture, it will take me awhile to locate all
outdated joystick listings present in the Street Mortality
scriptures.