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WEAPONS
I dunno... I started playing around with a black background to go along with the powerup
images and started liking it more and more as I tinkered. Think I'll leave this page as B-on-B, the
rest of the site as W-on-B, and let the viewers decide. Send an email my way and I'll do as I'm
told :)
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WATER BALLOONS (x3)
This pick up fires a water-filled balloon, bouncing off objects and walls before bursting on the
floor or a vehicle. An area-effect water splash reduces the traction of all vehicles within the
balloon's burst radius.
The physics of water balloon effects are pretty interesting to experiment with. As far as I
can determine, the burst does indeed affect only traction or grip of the vehicle, and doesn't "push"
vehicles at all. It often seems to provide a little kinetic jolt when your vehicle skids out
of control or even gets airborne, but we all know how easy Re-Volt vehicles lose control under
normal circumstances - add a lotta water and I've seen cars do flips that'd leave a gymnast
green with envy :) Note that sometimes the balloons don't seem to have any effect at all even
with a direct hit. If you're moving dead-forward on a flat surface, even zero traction will keep
you moving forward without problems. Just don't try to steer for the second or so for the balloon
effect to dissipate.
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BOMB
The only pick up in the game that
automatically triggers when collected, the Bomb turns your
vehicle a charred black shade and starts burning down your antenna like it were a fuse. After 10
seconds or so, your vehicle suffers an explosion which will generally knock the vehicle around and
often leave you on your roof. The good thing about the Bomb is that it is transferable - run up
against another vehicle before the Bomb goes off and the effect is given oven to them.
Maybe it's just me, but the Bomb never proves to be too much of a hindrance. If you're not
steering too tightly when the Bomb goes off, it doesn't seem to do much of anything to your
vehicle. Since you quickly get used to the Bomb's timing, all you do is try to hold a steady
course for a second or so while the Bomb detonates. AI vehicles don't have much difficulty with
this pick up either from what I've witnessed.
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TURBO BATTERY
This pick up lets you turbo charge your vehicle temporarily, giving you a tremendous boost of
speed. Accurate steering control of your vehicle becomes an issue during the effect, so
drive carefully!
The instruction manual for Re-Volt suggest that the Turbo Battery increases your speed by
10%, which is way low an estimate! My own experimentation has the Battery kicking in at least a
25% increase. It was even more powerful in the Re-Volt demo, but steering was virtually
impossible - I prefer the tweaked retail version. BTW, using the Battery when you've been
juiced by an Electro Pulse (and maybe a Global Pulse, haven't tested it yet) causes the drain
effect to end instantly but uses up the Battery in the process!
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BALL BEARING
When triggered, you drop a large bowlingball-like object behind your vehicle. Great for dropping
in front of your opponents to slow them down, especially in narrow areas of the track where avoiding
the ball is more difficult.
Not much to say about this one that isn't obvious. A very useful pick up when you're already
in the lead, but no good if you're in last place. Dump it quickly and grab another pick up if you're
in 8th :)
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FIREWORK
This pick up lets you fire a single "bottle rocket" straight forward. This weapon is slightly
homing, locking on to vehicles in your sight. The Firework moves very fast yet somewhat randomly,
exploding upon impact with a vehicle or a wall.
One of my favorite weapons, especially since I tend to be losing at any given moment and
need a forward-usable attack :) The explosion of the Firework has a small area-of-effect, so it
is possible to hit multiple vehicles if they're close enuf to the target vehicle. The kinetic push
of the explosion deceases with range - dead-on hits tend to completely flip cars, while near-misses
might just force them into a spin or simply push them sideways a tad. Don't fire this weapon at a
car immediately in front of you unless you want the both of you to flip :)
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FIREWORK PACK
The same as the Firework pick up except you get three rockets.
Not much else to say but to note that rapid-firing three rockets at an opponent will greatly
increase the odds of disabling them momentarily :)
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OIL SLICK
When activated this pick up drops a pool of oil directly behind your vehicle. Each vehicle
(specifically, each tire of each vehicle) that passes thru the oil has their traction reduced
greatly for a short period.
Much like the Ball Bearing powerup, this is a great item for dropping in confined areas of the
track. However, confined straight areas aren't very suitable since reducing traction in a
straightaway doesn't do much. Dropping an Oil Slick in the sweet spot of a tight curve is a much
better option.
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SHOCKWAVE
Firing this pick up sends a spherical bolt of energy forwards, flipping any vehicles in it's
path. The energy sphere travels in a straight line, but will bounce off of walls and the floor
and continue onward for several seconds. The further away from the bolt as it passes, the less
flipping effect it causes.
My favorite Re-Volt weapon. Next to the Global Pulse, this powerup has the potential for
affecting the most number of opponent vehicles, and quite possibly is the most detrimental of them
all. When your vehicle gets flipped a dozen times by a Shockwave, it's very likely to end up on
it's roof, facing the wrong direction, in a corner :) Besides, it's the best visual effect in the
game, as each and every poly the effect nears gets twisted and warped!
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ELECTRO PULSE
When triggered, an electrical glow surrounds your vehicle. Any other vehicle getting too
close is hit by an electrical arc that reaches from your vehicle. For a short period of time the
opponent car is rendered powerless.
My second-favorite powerup, and my personal favorite "defensive" weapon. When in the lead
and wanting to hang onto that lead, the Elctro Pulse is your best friend. As an opponent vehicle
approaches from behind and attempts to pass, activate the Pulse and watch the opponent grind to a
halt! Note that opponents can be zapped by the Pulse multiple times, but they don't seem to be
affected by the repeated doses. Also note that the Battery powerup can negate a Pulse
effect.
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GLOBAL PULSE
Essentially an Electro Pulse that hits every vehicle on the board excluding your own. The rarest of the pick ups,
this weapon is randomly selected less than 5% (and probably closer to 1%) of the time. The Global Pulse is the
only weapon attainable in the game via a different method than running over a lightning-shaped pick up. The 2nd
method is via a Secret Star, found one per track. Usually located in a difficult-to-reach or out-of-the-way area
of the board, a Secret Star always and only grants a Global Pulse.
While each track has a Global Pulse hidden somewhere, it's very rare that seeking out the
Pulse will prove beneficial. The star is simply too far off the beaten track that, even with
immobilizing every single opponent, you end up losing more ground than you gained. Then again,
on some occasions the Global Pulse can quickly turn around an 8th place showing into a 1st place
victory. If you know the track well and can get to the powerup, go for it!
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