Proc is a MUD term, it's short for procedure, which is a bit of code that executes in some computer languages. Everquest was basically a graphical shell on top of a MUD, so a lot of slang carried on from there and continued on to other MMOs.
I definitely remember hearing terms such as "proc" and "mob" as early as 1993, because that's the year my school got the internet and almost destroyed my college career with MUD's and Usenet :)
Yup, I too remember both terms appearing in MUDs. I think every single MUD used the term mob for enemies, though the usage of proc was not quite as common, even though it was used in some MUDs.
Yep. MUDs were made of connected rooms populated with objects. In the very first MUDs, objects just sat and waited to be interacted with by players. Eventually, MUDs started supporting objects that could periodically perform programmed actions on their own initiative. One action an object could take was to move from room to room, so these became known as "mobile objects", quickly shortened to "mobs". And folks rapidly figured out that an entertaining thing for a mobile object to do was "attack the player and allow the player to attack back", so "mobs" became synonymous with "monsters".
Likewise, as others have said, "procs" were originally "procedures" that could be placed on objects. The most basic example is "use". Objects could be used on other objects -- USE SWORD ON DRAGON, USE KEY ON LOCK, etc. So when you created, say, the sword object, you could create a bit of code and attach it to the sword as its "when used" procedure. Then, when someone tried to USE SWORD ON THE DRAGON, the MUD would call this code and say "Okay, you've just been used, and the thing you've been used on is that dragon." And the code could say "Okay, that dragon appears to be something that has a 'when damaged' procedure, so I'll display a 'You slash the dragon!' message, and call that dragon object's 'when damaged' procedure and tell it that I've hit it for 3 points of damage." And the dragon object's "when damaged" procedure, in turn, could display a message about 'The dragon roars in pain!', and see that the sword object that damaged it is being held by a player object, and call more procedures designed to inflict terrible harm on that player, and so on and so on.
There was originally nothing random about procs -- if an object had a proc that applied to a particular situation, it would get called 100% of the time. But the procs themselves would often be used to implement exotic sort of effects that should only happen some of the time, so the proc itself would generate a random number and say "Okay, there's a 10% chance that I'll set the room I'm in on fire," or something like that. So "proc" gradually became associated with randomness as well as with weird things happening.
Unfortunately, Pinball Arcade is somewhat notorious for balls getting stuck or going through thin walls. For example, hard shots aimed at the Camera hole in TZ can fail to register for this reason (going through the diverter).
It'll be something if they ever produce High Speed II, since the Supercharger on that game was known for eating pinball in real life. (Of course, they'd have to find a way to relicense the ZZ Top song first.)
@lego_my_eggo: Thanks a lot for the advice! Sadly, GT6 apparently doesn't have nearly the tutorial content that GT5 did (at least not yet).
There was another factor that turned out to be hosing me pretty badly. I was typically aiming for a one-pit-stop, "half and half" strategy -- in other words, in a ten-lap race, I'd choose a tire compound and driving strategy that would get me to the end of the fifth lap just as the tires were starting to get dodgy, then pit, then use the same tire compound and driving strategy for the back half of the race. But for whatever reason -- bug, hyperrealistic simulation of some factor I'm not aware of, whatever -- replacement tires apparently wear faster than the set you'd start the race with. So by the tenth lap my tires would be coming apart and I'd be in the wall. Once I realized that was happening and started planning for it -- pitting at the end of the sixth lap rather than the fifth, or using medium tires for the front half of the race and hard tires for the back half -- things suddenly started clicking. I've still only won one race on Super (without turning ABS and traction control up to silly levels), but I'm now getting seconds and thirds, so now it's just a matter of tweaking rather than "OMG what the hell".
I thought I was reasonably hot stuff playing through the early stages of GT6. Even with ABS and traction control turned down to very low levels, I still made it through without much problem. But Super is just ruining me, even at relatively high levels of ABS and traction control, because I just can't get the hang of tire wear management at all. It seems like my only choice is which way to lose: either I concentrate on tire wear management (use hard tires, brake and turn tentatively to avoid heating the tires) and lose the race by being too slow, or I concentrate more on speed (using a more aggressive braking and turning strategy, maybe use a softer tire compound) and lose the race by having to pit too often (or worse, trying to stretch a set of tires too far and winding up with an uncontrollable car).
Any advice? Are there specific ways of driving that help with tire wear while still maintaining speed through the turns? Any way of tuning the car to reduce tire wear? Any particular types of cars that wear down the tires less than others?