About: Pinball Mode   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

The Pinball Mode is a powerup that affects the level's physics: it makes object collisions bounce off as if they were pinballs against bumpers. This means that hitting an opponent will make it and the player each bounce back a bit. The same applies to pedestrians, drones, etc. Smacking against a solid piece of the terrain won't make it bounce back, obviously. Carmageddon: TDR 2000 also features a powerup that does the same, except the player doesn't bounce. It's called Reverse Pinball Mode.

AttributesValues
rdfs:label
  • Pinball Mode
rdfs:comment
  • The Pinball Mode is a powerup that affects the level's physics: it makes object collisions bounce off as if they were pinballs against bumpers. This means that hitting an opponent will make it and the player each bounce back a bit. The same applies to pedestrians, drones, etc. Smacking against a solid piece of the terrain won't make it bounce back, obviously. Carmageddon: TDR 2000 also features a powerup that does the same, except the player doesn't bounce. It's called Reverse Pinball Mode.
fizzle
  • 1(xsd:integer)
pratcam
  • 40(xsd:integer)
dcterms:subject
dbkwik:carmageddon...iPageUsesTemplate
Number
  • 20(xsd:integer)
amount
  • 10.0
  • 30.0
Games
float
  • Collision energy factor: 3.0
Type
  • 1(xsd:integer)
  • Misc.
Group
  • 0(xsd:integer)
Use
  • Timed
Icon
  • Icon_C1_pinball.png
  • Icon_C2_pinball.png
  • Icon_C3_pinball.png
  • Srubber.PIX
  • pinball
Action
  • 17(xsd:integer)
flags
  • 1(xsd:integer)
iconPS
  • Icon_CPS_pinball.png
abstract
  • The Pinball Mode is a powerup that affects the level's physics: it makes object collisions bounce off as if they were pinballs against bumpers. This means that hitting an opponent will make it and the player each bounce back a bit. The same applies to pedestrians, drones, etc. Smacking against a solid piece of the terrain won't make it bounce back, obviously. The harder the impact, the more the object bounces back. This means that in confined spots, this can be dangerous. One smack against the wall can make the car bounce back, hit another wall, bounce, hit another, bounce, etc., and during all this time, accumulate damage. It's also worth noting that the bounces are stronger than the initial impact, which means that in the previous example, each bounce is stronger. In a matter of seconds, a vehicle can be completely wasted. Due to the impacts being each time stronger, sometimes, a small hop is enough to make the car jump a bit, then, a little, then a bounce, then a big bounce, then a lot. This usually happens when recovering. Carmageddon: TDR 2000 also features a powerup that does the same, except the player doesn't bounce. It's called Reverse Pinball Mode.
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