Zip Line is one of Spencer's special moves. Spencer moves to a certain place quickly with the help of his bionic arm. This move can be used three times in the air before he is unable to do anything else.
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| - Zip Line is one of Spencer's special moves. Spencer moves to a certain place quickly with the help of his bionic arm. This move can be used three times in the air before he is unable to do anything else.
- Zip lines appear in the Splinter Cell series, represented by cables connected to various types of natural or urban structures (such as buildings on poles). They allow the player to grab them and 'ride' them along to wherever the opposite end is attached to, offering an alternate route or perhaps a primary means of progressing through the level. When riding the cable, the player generates noise with their hands; this noise increases if the player lifts their legs up, with their legs up they will travel at a faster distance by generate much more noise. When the player lifts their legs, it will also cause the player to silently land on the ground - decreasing noise output and possibly drawing less attention from nearby people.
- A Zip line is a mode of rail system transportation present throughout Kraid's Lair in Metroid: Zero Mission. Resembling ziplines, they are used to cross distances hindered either by Acid or some other means. They only require a free hand to use, but Samus must activate their power station, the ancient Chozo machine by standing in its generator in Morph Ball mode, giving it a kinetic charge that reactivates the system. Samus can then shoot red switches on the ceiling to summon them. Samus can also hang onto them in Morph Ball mode, which is particularly useful for getting across long distances. It is unknown how the mechanism can hold the Morph Ball, but it is possible that there is a magnetic connection similar to the Spider Ball and a Spider Ball Track. One notable use of the mechanism is
- Zip Lines are interactive objects found on top of some buildings and structures in the City of Glass in Mirror's Edge. Though they're supposed to be used as connecting cables, Runners used these lines as better transportation. When the player jumps onto the lines, they automatically grab onto the line. The player will descend to the opposite end of the rope. Please note that Zip Lines could only work when the player is higher on one side than the opposite. The Lines turn red when the Runner Vision is on. Sliding down is faster than sprinting, though it is short-lived.
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| - Zip Line is one of Spencer's special moves. Spencer moves to a certain place quickly with the help of his bionic arm. This move can be used three times in the air before he is unable to do anything else.
- A Zip line is a mode of rail system transportation present throughout Kraid's Lair in Metroid: Zero Mission. Resembling ziplines, they are used to cross distances hindered either by Acid or some other means. They only require a free hand to use, but Samus must activate their power station, the ancient Chozo machine by standing in its generator in Morph Ball mode, giving it a kinetic charge that reactivates the system. Samus can then shoot red switches on the ceiling to summon them. Samus can also hang onto them in Morph Ball mode, which is particularly useful for getting across long distances. It is unknown how the mechanism can hold the Morph Ball, but it is possible that there is a magnetic connection similar to the Spider Ball and a Spider Ball Track. One notable use of the mechanism is in the battle with Mua, where Samus has to grab hold of it to zoom past the creature when it tries to ram into her. They are only named on the back of the Metroid: Zero Mission boxart.
- Zip Lines are interactive objects found on top of some buildings and structures in the City of Glass in Mirror's Edge. Though they're supposed to be used as connecting cables, Runners used these lines as better transportation. When the player jumps onto the lines, they automatically grab onto the line. The player will descend to the opposite end of the rope. There are different types of Zip Line endings. One is the easiest, where the players descend until they get to a metal structure (or wall) that holds the opposite end. The second requires timing, where the end of the line have no solid ground under it for players to land on. This type needs players to let go of the rope earlier well-timed to land onto an object that is safer to land onto. Please note that Zip Lines could only work when the player is higher on one side than the opposite. The Lines turn red when the Runner Vision is on. Sliding down is faster than sprinting, though it is short-lived.
- Zip lines appear in the Splinter Cell series, represented by cables connected to various types of natural or urban structures (such as buildings on poles). They allow the player to grab them and 'ride' them along to wherever the opposite end is attached to, offering an alternate route or perhaps a primary means of progressing through the level. When riding the cable, the player generates noise with their hands; this noise increases if the player lifts their legs up, with their legs up they will travel at a faster distance by generate much more noise. When the player lifts their legs, it will also cause the player to silently land on the ground - decreasing noise output and possibly drawing less attention from nearby people.
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