
Climbing mountains and high speed movement are a thrill in my mind game.
What are those special abilities mentioned often?
Last updated: Jul 11, 2005
Level 7 update: Oct 13, 2006
1 Introduction
In my mind game, there are numerous special abilities. They each have their own unique uses. The most commonly used ones are the float run, flash attack, jump 50, speed blast, and bounce. They allow me to climb tall mountains in the matter of a minute or two then run down them faster than sound or use steep slopes to jump up extremely high. I could glide from mountain peak to mountain peak or jump from rooftop to higher rooftops of skyscrapers or bounce over 10 miles high. They even have hypothesized physics behind them, but who can harness a few gigajoules of energy in only a short time period anyway?
By downloading The Supernatural Olympics, my 2D game, you can try out these special abilities and see how they are. The free edition has some restrictions on them, but can still be experienced. The full edition, of which is paid for, has no restrictions, only what Gamestudio put on me. To download it, start here.
2 List of special abilities
2.1 Glide
Gliding is much like flying, but with unique limitations. In short, in the normal accelerative position, acceleration is 5 mph per second. Gliding is ineffective in water because water is too dense. Once enough speed has been gained, it is possible to go anywhere, even to outer space or the Moon. This ability works by converting the downward force of gravity into forward motion. The conversion isn't perfect, so a lot of the effect of gravity is absorbed and lost causing slower acceleration and a slight descent of 2 feet per second.
When pitching, acceleration is adjusted based on the pitch angle. The steeper the pitch, the more of an effect gravity has on the speed and acceleration. Going straight up or straight down is where gravity has the maximum effect. When level, gravity has the least effect.
2.2 Fall-glide
Fall-gliding is much like the glide, except it just absorbs the effects of gravity instead. It cuts the downward acceleration to 5 mph per second instead of the original 20 mph per second (normally, it's 21.9 mph per second, but yet another special ability converts some of the force into energy. If the ability is initiated just before reaching the ground (within a tenth of a second of impact), a bounce effect occurs (a fall-glide-hop) which sends you back up again and four times higher than the place in which you started the fall.
2.3 Jump 50 (aka 90-foot jumps) and variants
Who'd think jumping is special? Well, it is if you can jump 90 feet in the air. Officially called "jump 50", as the initial velocity is 50 mph, it allows for jumps to 90 feet in the air. The maximum height is 91 2/3 feet (after working out the distance-acceleration formula), but 90 is a simpler number to use thus often referenced as "90-foot jumps".
There are other variants too named in the same way. Jump 20 has the initial jumping velocity at 20 mph allowing for 14 2/3 feet of height. Jump 15 is the same only 15 mph initial velocity giving 8 1/4 feet of height.
2.4 Multijump 6 and variants
Multijump 6 allows for 6 jumps, five in mid-air. There are, of course, other variants of it such as multijump 3 for 3 jumps, two in mid-air or multijump 12 for 12 jumps with 11 in mid-air. This allows gradual increases in height. I almost never use this ability and my dreams rarely feature it as well (but often not the full extent).
2.5 Flash attack
The flash attack, though a partially misleading name, gives a sudden boost of speed in any direction by forcing the atmosphere opposite the intended direction to become extremely pressurized. The explosion causes a very bright flash and adds 100 mph in the intended direction (giving 366 2/3 feet of extra height from a stopped position). It works in other fluids and substances as well, but the denser the material, the stronger the effect. For each time the substance is ten times as dense, the boost of speed is increased by 100 mph. Water, being about 847 times as dense*, gives a speed boost of "log(substance_density/1.177)*100", "log(996.553/1.177)*100" or about 293 mph. It's called the flash attack as it can be used to first blind the enemy from the very bright flash and second, it can be used to home in on the enemy at high speed to do serious damage.
2.6 Float run
The float run is a fun ability that allows for high-maneuverability on-ground high-speed travel at up to 200 mph on flat ground. The float run allows for any speed, but standard acceleration stops when at or above 200 mph and the only way to go faster is by running down slopes or starting with an initial velocity higher than 200 mph. It can also be used to run up walls and almost even upsidedown. It's only usable past 70 mph. When initiated, the arms swing in the back and the legs swing in the back as well. How it works is not yet certain. The float run is brought up in my dreams frequently and it has a large positive impact on the fun rating. Some of my dreams sometimes feature float-running at just 10 mph.
2.7 Speed blast
The speed blast works much the same way as the flash attack, but the effect is a bit different. In this case, the atmosphere becomes pressurized and heated in the direction opposite of the intended direction extremely rapidly. Upon blasting off, at up to the speed of sound (760 mph) starting from 120 mph at the slowest possible, atmospheric distortions appear in the direction opposite of the intended direction. The speed blast is tricky to use as, if charged up too much, the energy does not cause a blast off, but rather, it's wasted. If released at the right time, the blast off speed can range from 120 mph at the very slowest to up to the speed of sound, or 760 mph). The speed blast is great for racing, but bad for making corners, especially when when there's the edge of a 3000-foot cliff coming up and enough puffs (dust clouds) can't be made in time to stop causing a lengthy fall or stopping while going downhill.
2.8 Mind radar map
This ability works much the same way as radar. It tells where things are, but, as a side twist to it, it also tells whether they are good or evil by the color of the dot. Black indicates pure evil. Through progressively lighter shades of red to red where bad guys are. Then from red through the spectrum to yellow which indicates that someone or something is neither good nor bad. From yellow continuing through the spectrum to green is where the good guys are. The colors continue from green and fade through shades of green to white. White indicates pure good. The mind radar map has many levels of zoom available from as small as atoms to showing the entire universe. This ability updates usually 15 to 30 times a second for all directions (that is, without that familiar-looking radar line). Mind radar map can also show a map of the region, indicated by magenta or blue-colored lines. The radar has a 3/4 transparent blue background inside a 3/4 transparent dark gray box of a 4:3 ratio. It's rarely used in my mind game, but occurs in my dreams often.
For a better view of this "spectrum", this image explains it. The left side is the evil side and the right side is the good side.

2.9 Stomp
The stomp is used quite often in my mind game, almost always the pound stomp. It magnifies the effect of gravity by four times giving 80 mph per second acceleration. It can be used to quadruple the height from a bounce, or to land from a great height much quicker. It can also be used to create a huge shockwave which damages the surroundings. The shockwave's intensity varies depending on the speed of impact. The shockwave is my favorite part with this ability, especially the sound it makes around 700 mph.
2.10 Pinball effect
Named after the way a pinball bounces around an area of tightly-packed bumpers, the pinball effect is just like that. It occurs when the flash attack is used straight into something within one second. Each time a wall is hit, the speed after impact increases by 5 mph for a perpendicular hit. If a slope is hit, the speed increase is "5*SIN(slope_angle_diff)" Without hitting anything, the speed decreases at a rate of 10 mph per second. The pinball effect only works when above 90 mph. If the speed drops below that, the pinball effect doesn't work and all speed is abruptly lost upon the next impact. In a narrow space, like a bedroom or jail cell, the bouncing can occur for a few hundred times in a row picking up speed continuously. When the speed exceeds the limit the walls can take, some speed is lost and bursting through the walls will easily occur, unless something else is behind it that takes an even higher speed. I often launch the pinball effect so that it goes straight up and down. This way, I have a chance of going straight up at like 1300 mph or so. If a curved surface is hit, the bounce angle is modified to twice the angle difference of the slope subtracted from 180. That is, if going straight down and a 30° slope was hit, the angle change is 60° causing the bounce to go straight across instead forming a curve due to gravity.
2.11 Bounce
The bounce ability is somewhat like the pinball effect and bounce stomp, only with a few differences. Upon impacting a surface, the adjusted speed is halved. That is, if falling 800 mph perpendicular into a surface, the speed is reduced to 400 mph. If a 30° slope is hit from falling straight down, the speed is reduced as determined by this formula:
end_speed = (speed_of_impact+SIN(slope_angle_diff))/2;
This gives 600 mph and the direction would change 60° cauing an initial 30° pitch. If the slope was 75°, the bounce from going straight down would turn to 60° downward with an initial speed after the bounce of about 786.37 mph from 800. The bounce ability works when bouncing into walls, ceilings, and other objects with speed.
3 Special ability statistics
Ever wonder how often I use the abilities in my dreams and mind game, and just how fun and scary it feels? My dreams give a realistic feel for how fun and scary they are. Here's a chart that explains all this with the ratings based on the affectors they have with the compatibility. One is neutral and the further from 1, the stronger the effect it has. 2 means double the effect than neutral. There is a 10% margin of error for these values (from 91 to 111% of what is stated). The fun factor always has a positive influence and the scary factor always has a negative influence. For details on what affectors are, go here for further details. The usage values are on a scale from 0 to 8:
| Ability | mind game usage | dreams usage† | fun factor‡ | scary factor‡ |
| Glide | 0 (almost never) | 3 (sometimes) | 12.5 | 1.2 |
| Fall-glide | 0 (almost never) | 0 (almost never) | 4.3 | 2.9 |
| Jump 50* | 7 (very frequently) | 5 (often) | 2.5 | 1.9 |
| Multijump 6* | 1 (very rarely) | 1 (very rarely) | 1.7 | 1.6 |
| Flash attack | 7 (very frequently) | 2 (rarely) | 3.2 | 1.7 |
| Float run | 5 (often) | 4 (moderately) | 10.8 | 1.6 |
| Speed blast | 5 (often) | 0 | 7.8 | 2.6 |
| Mind radar map | 1 (very rarely) | 1 (very rarely) | 1** | 1** |
| Bounce stomp | 0 (almost never) | 1 (very rarely) | 2.3 | 5.1 |
| Pound stomp | 6 (frequently) | 1 (very rarely) | 7.1 | 2 |
| Pinball effect | 2 (rarely) | 0 (almost never)*** | 3.9 | 2 |
| Bounce | 6 (frequently) | 0 (almost never)*** | 7.4 | 2.2 |
Table footnotes:
* Usage ratings include the variants of this ability as well.
** Used too infrequently to give a sufficient rating.
*** I haven't encountered this ability in my dreams to really say for sure.
† Based on the time I had 460 dreams and to the best I can recall all those dreams.
‡ Based primarily on my dreams since they're my only known way I can actually "feel" what the abilities are like. It's very hard to "feel" what they're like in my mind game and thus those that rarely or almost never occur in my dreams (usage of 0, 1, or 2) are based almost entirely on my mind game and is a much less reliable source (with an added 30% margin of error at most on top of the existing 10%).
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3.1.1 My mind game - all about my mind game from it's history to how it works and what I use it for.
3.1.1.1 Mind game home - the introduction to my mind game
3.1.1.1-1 What my mind game is
3.1.1.1-2 "Example" of my mind game being played
3.1.1.1-3 Common questions about my mind game
3.1.1.1-4 Playing my mind game
3.1.1.2 History - the history of my mind game from birth to it's possible future
3.1.1.2-1 The precursor to the birth
3.1.1.2-2 My mind game was born
3.1.1.2-3 Examples of long-term activity
3.1.1.2-4 My mind game today
3.1.1.2-5 The future
3.1.1.3 The main view - how I "see" things in my mind game
3.1.1.3-1 A typical example of activity
3.1.1.3-2 The main "screen's" info
3.1.1.3-3 Playing my mind game
3.1.1.4 Special abilities - the commonly used special abilities such as the flash attack, float run, glide, and stomp
3.1.1.4-1 Introduction
3.1.1.4-2 List of special abilities
3.1.1.4-3 Special ability statistics
3.1.1.5 Menus - the menus in my mind game
3.1.1.5-1 Menu screen basics
3.1.1.5-2 The menu items
3.1.1.5-3 Menu usage
3.1.1.6 How I do things in my mind game - Explains common scenarios and what various things I do with them
3.1.1.6-1 Introduction
3.1.1.6-2 Sports
3.1.1.6-3 Common tasks mind game style
3.1.1.6-4 Movies and TV
3.1.1.6-5 Dream worlds and other things
3.1.1.7 When I play my mind game - story-like cases of typical things I do in my mind game and how I do it
3.1.1.7-1 Introduction
3.1.1.7-2 The concert visit
3.1.1.7-3 Sky diving without a parachute
3.1.1.7-4 Detective work made very easy
3.1.1.7-5 Olympics made easy
3.1.1.7-6 Being in high school
3.1.1.8 Story-creation with my mind game - how I use events in my mind game and put them into my stories
3.1.1.8-1 My story's plot
3.1.1.8-2 Using my mind game for ideas
3.1.1.8-3 The side effects
3.1.1.9 Uses of my mind game - what uses my mind game has
3.1.1.9-1 The pros
3.1.1.9-2 The cons
3.1.1.10 Funny things I do - strange and bizarre things I've done in my mind game for humor and/or entertainment
3.1.1.11 Playing my mind game - how you can get a taste of what my mind game is like
3.1.1.11-1 What is this game?
3.1.1.11-2 The editions
3.1.1.11-3 System requirements
3.1.1.11-4 Returns, submissions, and beta versions
3.1.1.11-5 The future
3.1.1.12 Videos of things I do in my mind game in AVI or GIF format - my collection of animations of various scenes in my mind game in the form of animated GIFs
3.1.1.12-1 Introduction
3.1.1.12-2 About the videos
3.1.1.12-3 How to view the videos
3.1.1.12-4 The list of available videos
3.1.1.13 Mind game FAQ - frequently asked questions related to my mind game
3.1.1.13-1 Playing my mind game
3.1.1.13-2 Using my mind game
3.1.1.13-3 History and evolution
Footnotes:
* The density of air and water is based on 26.85°C (after 300K; or ~80 1/3°F). I got the values from the tables on the bottom of [url=http://en.wikipedia.org/wiki/Density_of_air]here[/url] and [url=http://www.simetric.co.uk/si_water.htm]here[/url].