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reject.txt
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1991-01-05
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Compute's Atari ST Magazine June/July 1988
Rejection
by Tim Midkiff and Rhett Anderson
In a gargantuan stadium, riding a cushion of air, two players face
off in the high-speed game of "Rejection". The two opponents, seated
in saucer-shaped pods equipped with pulsating magnetic fields, play a
high-tech version of hockey. It's a brutal game, mastered only by
those with the quickest minds and the truest reflexes. If you feel
up to the challenge, strap on a helmet and load Rejection.
Although your pod's controls are rudimentary, the pods themselves
are capable of an infinite variety of maneuvers under the guidance of
a practiced player. A pod has four rocket thrusters, each designed
to propel the pod in a different cardinal direction. Thus, eight
different directions can be chosen, depending on the direction in
which the joystick is pressed. Since the pods are massive and the
game is played on a nearly frictionless surface, the pods continue in
their paths long after the thruster controls have been released. By
carefully firing the correct thrusters in sequence, movement in any
arbitrary direction is possible.
Because of the momentum factor, it may take you some time to become
accustomed to the game. Although friction will eventually bring
your craft to a crawl if you leave all thrusters off, you'll want to
practice stopping at a given location. To brake, thrust in the
direction opposite your motion.
Your pod continues traveling in the same direction until you use the
thrusters, hit the other player, or hit a wall. It's not possible to
hit the metal ball because your pods are floating on a cushion of air
and the ball is rolling on the floor. This means the ball can pass
underneath your pod.
As if getting around the playing field wasn't difficult enough, you
must also keep your mind on the objective of the game: scoring enough
goals to be declared the victor. Your ship emits a pseudomagnetic
field which affects a ball-shaped puck. Normally, the ball is
repelled by this field, but if you press your joystick button, the
ball will be attracted instead. Remember, while you're trying to
score, your opponent is, too. Both players' fields affect the ball
similarly. The forces in this game follow the inverse square law
that applies to forces like gravity anf magnetism: the closer you are
to the ball, the more the field pushes or pulls it.
Press Return to pause the game
Press ESC to start a new game
Joystick in port 0 controls the green player
Keep joystick button pressed to carry the ball