Most power-ups give you some adrenaline when they are collected. They then use up adrenaline depending on how they work. When adrenaline drops to zero, all power-ups that need adrenaline to function will run out.
Some power-ups do not need adrenaline but still give you some when you collect them. These power-ups don't run out when you reach zero adrenaline, but stop working in a different way. The multi-ball power-ups do this. They give you some adrenaline to fuel any other power-ups that may work on all the balls at once, but they don't stop working until you actually drop all the balls. Other power-ups neither need nor give adrenaline. The bomb-ball is an example of this as it is a one-shot weapon.
Power-ups affect the points gained from destroying bricks. Those which make it easier decrease the points, those which make it harder increase the points per brick.
Only one power-up of each type can be active at once, so for instance you cannot get 'Paddle Extension' twice for an even wider paddle, but you can get 'Paddle Extension' and 'Paddle Reduction' at the same time, which would result in a paddle about normal size. The exceptions are the multi-ball power-ups, of which you can have as many active at a time as you can keep going, and extra lives, which have no limit.
Pickup mesh: | Points multiplier: | Adrenaline: | Adrenaline use: | Description: | |
Paddle Extension |
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0.5 | 15 | 1/second | Widens the paddle. |
Paddle Reduction |
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1.9 | 15 | 1/second | Shrinks the paddle. |
Sticky Paddle |
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0.3 | 5 | 1/ball caught | The ball sticks to the paddle instead of bouncing. Press fire to launch it again. |
Slow Ball |
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0.5 | 15 | 1/second | Slows the ball. |
Fast Ball |
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2.2 | 15 | 1/second | Speeds up the ball. |
Big Ball |
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0.7 | 15 | 1/second | Increases the size of the ball. |
Small Ball |
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1.4 | 15 | 1/second | Decreases the size of the ball. |
Hard Ball |
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0.5 | 25 | 1/ball bounce | The ball doesn't bounce when it hits a brick, but smashes straight through instead. |
Inflamed Ball |
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0.2 | 50 | 1/ball bounce | Same as 'Hard Ball' but it can smash through indestructible bricks too. |
Bomb Ball |
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0.5 | 0 | 0 | Ball explodes when it hits a brick, destroying surrounding bricks. |
Double-Ball/Multi-Ball/Mega-Ball/Ultra-Ball/Monster-Ball/Ludicrous-Ball/Holy Shit! |
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1 | 5-40 | 0 | Adds between one and eight extra balls at once. Extra balls disappear when dropped, without causing loss of life but you still lose 25 points. |
Stealth Ball |
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5 | 10 | 1/second | Turns the ball invisible. Very difficult to use, but very high points bonus if you can. |
Acid Ball |
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3 | 20 | 1/second | Makes it difficult for the ball to go in a straight line. |
Extra Life |
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1 | 0 | 0 | Self explanatory I think. |
Weapons:
Weapons have one fire-mode, activated by pressing AltFire. They are all much the same as the primary fire-modes of the normal UT2003 weapons. If you have more than one weapon, pressing AltFire will fire all of them at once.
Weapons cannot be fired when the ball is sitting on the paddle.
Pickup mesh: | Points multiplier: | Ammo: | Damage: | Description: | |
Rocket Launcher |
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0.3 | 3 | 4 | Each rocket can destroy several bricks. |
ASMD Shock Rifle |
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0.4 | 7 | 1 | Seven shots for a single brick each. |
Lightning Gun |
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0.6 | 3 | N/A | Capable of instantly destroying any brick, even indestructible ones. |
Ion Cannon |
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0.5 | 1 | More than enough. | Difficult to keep the paddle still long enough to use this, but hugely destructive. |