Plasma Pumps
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| Game: | Sackboy: A Big Adventure |
| Category: | Powerups |
The Plasma Pumps are a dual-function powerup in Sackboy: A Big Adventure which let the player shoot projectiles and hover in the air. They are introduced in the Interstellar Junction level: Boot Up Sequence.
Overview
Pressing and holding in mid-air activates the thrusters on the gloves and boots, propelling Sackboy upward and allowing him to hover in mid-air. The Plasma Pumps can keep Sacklings airborne for about 3.5 seconds, recharging when they touch the ground, bounce off an enemy, or grab onto a piece of sponge. The player can space out their hovers for a slow descent by releasing and re-pressing
mid-flight.
Tapping will cause Sackboy to fire a plasma ball from his right hand; holding the button will charge up a Megablast that deals more damage. While charging, the player can use
to aim the Megablast; if there is a target within Sackboy's line of sight, like an enemy or a breakable object, Sackboy will automatically aim the projectile towards it. If the player starts charging in mid-air, the thrusters will activate to hold Sackboy in place while they aim the projectile.
In addition to shooting and hovering, the Plasma Pumps override Sackboy's Nosedive ability with a bespoke Smashdown move. Performed with the same inputs — in mid-air — it damages enemies and objects in a larger area around Sackboy when he lands. Unlike Nosedive, Smashdown cannot be cancelled mid-descent with a roll, hover or slap, although the most recent action will be buffered and executed when Sackboy lands if its corresponding button is pressed between initiating the Smashdown and finishing the recovery animation, e.g. Sackboy will roll after recovering from a Smashdown if
is pressed after initiating the descent but before hitting the ground.
Quotes
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— Sackboy: A Big Adventure User Guide, Power-ups[1] | ||
Gallery
Model Renders
References
- ↑ Sackboy A Big Adventure « User Guides - PlayStation.com (archive)
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| Weapons |
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| Miscellaneous |
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| Custom Powerups |
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