The Controller page.


Copyright Jerod Underwood Park 1997
All rights reserved

New style controllers:

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PLEASE NOTE: Since this concept was introduced after most of the other scripture, it will take me awhile to locate all outdated joystick listings present in the Street Mortality scriptures.

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Copyright Jerod Underwood Park 1997
All rights reserved