UltraBall   ²⁰⁰⁴
Published on ● Video Link: https://www.youtube.com/watch?v=Mn4WMNLj58g



Duration: 25:19
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Break out of the ordinary with UltraBall! UltraBall combines the fun of a break-out game with all the action and excitement of a classic pinball game. Ricochet off bumpers, rotate spinners, earn multi-balls, and much more while breaking every block in sight. You can even collect power-ups and earn massive point combos!

How to Play

Use the flipperpaddle to keep at least 1 pinball in play until all breakable blocks have been broken.
Move the flipperpaddle left and right with the mouse.
Click the mouse button to flip the flippers.

Note: If a saved game is detected, you will be given the option to continue it instead of starting a new game.

Blocks

Standard: Takes only 1 ball hit to break
Frozen: Shatter when hit allowing the ball to pass right through without rebounding off
Armored: Takes 2 or more hits from a normal ball to break
Unbreakable: Can only be blownup or frozen
Invulnerable: Cannot be destroyed, but can turned into Standard blocks by switches
Freezer: Freezes all surrounding blocks
TNT: Blows up surrounding blocks
NUKE: Armored, Blows up a larger area of surrounding blocks

Playfield Elements

Bumpers: Traditional pinballesque bumpers that award points when struck by a ball.
Bumpette: A tiny rubber bumper whose only purpose is to give you a hard time without any points.
Bumper Lights: Bumpers with colored lights on top that toggle ON/OFF when struck by a ball (See Combos section).
Rollover: A noncollideable light that awards points each time a ball passes over.
Rollover Light: A special Rollover that toggles ON/OFF each time a ball passes over (See Combos section).
Ball Lock: Awards points for each ball that falls into it.
Unlinked Ball Locks release the ball shortly after it enters.
Linked Ball Locks hold on to each ball until each lock is full, then all balls are released simultaneously.
Target: Awards points when knocked down by a ball (See Combos section).
Warp: Balls that enter Warps reappear from other Warps.
Attractor: Attracts the ball towards its center.
Repeller: Repels ball from its center.
Switch: Turns invulnerable blocks into normal blocks when a ball passes over it.

Powerups

Breaking blocks sometimes releases a Powerup which will slowly fall toward the bottom of the playfield. Catch Powerups with the paddle to collect them.

Powerups that affect balls or the paddle expire after 30 seconds.
Multiplier
Increases the Bonus Multiplier (See Bonus Multiplier section).
Contractor
Reduces the width of the paddle.
Exander
Expands the width of the paddle.
Small Ball
Shrinks all balls to the smallest size. Small balls do less damage to armored blocks, but can still break them.
Normal Ball
Resets all balls to the normal size.
Big Ball
Grows all balls to the largest size. Big Balls do twice as much damage to armored blocks as normal.
Fire Ball
Fire Balls destroy all blocks within a radius of each block they strike.
Ice Ball
Ice Balls turn each block they strike into frozen blocks.
Slow Ball
Reduces the overall speed of all balls.
Fast Ball
Increases the overall speed of all balls.
1Up
Awards an extra ball.
Magnet
Makes balls stick to the paddle. Only 1 ball may stick to the paddle at a time.
Multi Ball
Splits a ball into 3 balls.
8 Ball
Splits a ball into 8 balls.

Scoring

Points are earned by using the pinball to break blocks and interact with the various playfield elements (bumpers, spinners, etc...).

Bonus Pool Points: Catching powerups and earning combos adds points to the Bonus Pool.

Combos: Combos are large point bonuses that can be earned by:

Lighting up a group of Bumper Lights or Rollover Lights
Knocking down a group of Targets

Bonus Multiplier: (indicated by the lights near the bottom of the playfield)

At the end of a level or when a foul occurs, the Bonus Pool is multiplied by the current Bonus Multiplier and then added to the point total.
The Bonus Multiplier can be increased by:
Earning a combo
Catching a Bonus Multiplier powerup
The Bonus Multiplier is reset at the end of each level and after a foul.

Bonus Pool Points: These points are added to the Bonus Pool and are multiplied by the Bonus Multiplier at the end of a level or when a foul occurs.

Powerup

1,000 points

Silver Star Powerup

5,000 points

Gold Star Powerup

10,000 points

Ball Lock Combo

10,000 points

Target Combo

15,000 points

Rollover Combo

20,000 points

Bumper Combo

25,000 points

x10 Multiplier

100,000 points

Credits
Design & Art
Chad Woyewodzic
Programming
Darren Walker
Additional Programming
Matt Molloy &
Lane Roathe
Sound & Music
dSonic
Additional Level Design
Lane Roathe
Michael Sanford
CEO
Mark Cottam
Managing Director
Ron Dimant
Executive Producer
Jay Halderman
Director of Sales
Henry Price
Quality Assurance
Daniel Naruta
Michael Sanford
Larry Parker
Rick Posey

MumboJumbo

Game System Requirements
OS: Windows 2000/XP/VISTA/7/8\10\11

CPU: 600MHz or faster Processor

RAM: 128 MB







Tags:
Arkanoid
Breakout
pong
bluster
bricks
breaking
ball