+Cafeman Posted October 18, 2002 Share Posted October 18, 2002 Nope, not Rebound. It had a character and a screen of orbs, and enemies moving around. If you were at the bottom, for example, and pressed up, your character would stretch up the whole way until it touched the nearest orb above you, and consume it. If there was no orb in the vertical line above you, you'd just move 1 space. You had to be careful you didn't zip around and hit an enemy. There is an older 2600 homebrew which is very similar in concept. Quote Link to comment Share on other sites More sharing options...
DEBRO Posted October 18, 2002 Share Posted October 18, 2002 Nope, not Rebound. It had a character and a screen of orbs, and enemies moving around. If you were at the bottom, for example, and pressed up, your character would stretch up the whole way until it touched the nearest orb above you, and consume it. If there was no orb in the vertical line above you, you'd just move 1 space. You had to be careful you didn't zip around and hit an enemy. There is an older 2600 homebrew which is very similar in concept. The 2600 game you speak of is Elk Attack. I'll have to look for that one in the Antic archives. I'd like to see how it looks on the 8-bit. @Cafeman J. D. Casten did make a type-in game with a level construction set program--Rebound. I did type this in back in the day, but I don't remember the game play details too well. Could this be it? Ah, another J.D. Casten classic I had never though how a simple 8-bit Basic game can become a major challenge on the 2600. No redefined character sets on Stella! Stella has no characters at all!!! You have to draw them yourself. I'm not saying it's not possible. It just seems outside my Stella coding scope <thinking>I guess one *could* combine the Qb kernel with some changes to get a concept going though. Also, it would be cool to add more enemies instead of just the one. Hmmm... Quote Link to comment Share on other sites More sharing options...
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