![]() ![]() Upon beating this level, the player wins the game (if a player fails to beat the Space level, they must beat all of world twelve again before getting another chance to win). This level cannot be accessed without first completing world twelve. However, if the player is able to beat all 12 worlds, they are taken to the 'Space' level, which is longer than all previous levels, has less color-grouping among the balls, and has no visible path for the balls to follow. If the player loses all of their lives, the game ends, and they must start again at the beginning of the last stage they advanced up. Also, the balls come out further at the start of the level, and the chain of balls moves along slightly faster. Worlds ten to twelve are essentially the same as seven to nine, but for each level, 5,000 points must be scored to completely fill the Zuma bar. The fourth and final temple (which is hidden until a player unlocks world ten for the first time) contains worlds ten to twelve, which also consists of seven levels each. Levels are eventually added to worlds: The second temple, which contains worlds four to six, has six levels, while the third temple, which contains worlds seven to nine, has seven levels. No level in the first world contains tunnels, and the first level of each world is tunnelless.Worlds one to three have four colors of balls: red, blue, green, and yellow, worlds four to six add purple, and from world seven on, white is added in the variety. The levels are organized into temples, and the initial temple consists of three 'worlds' of five levels each (the fifth level in each stage is unique in having two tracks of balls instead of the usual one). The level is completed when after the bar is filled, the player eliminates all of the balls on the screen. ![]() When three or more of the same color come in contact, they explode, possibly triggering other explosions as part of a chain reaction. To prevent the balls from reaching the skull, the player can eliminate the balls by firing a colored ball from the stone frog idol's mouth towards the chain of balls that will continue to push forward until the player fills the yellow bar, which is when the balls will stop producing off-screen. As soon as one ball reaches the skull, the rest follow and the player loses a life. The player can carry two balls at a time and can switch at any time. LEGEND.The objective of Zuma is to eliminate all of the balls rolling around the screen along a given path (the path is clearly visible in all of the levels except for the last level) with other balls before these balls reach the yellow skull structure, which will open to varying degrees as a warning of oncoming balls. When the digital dust clears, I look at the scores. But just when I think it's time to give my arthritic fingers a break, my multiplier stars align and I burn through the round, racking up speed bonuses, Gap shots, and the icing on the cake: a Last Hurrah power-up detonates the entire board. I played for 2 consecutive hours, pleading with the Zuma gods for more bonus fruit, more Chrono balls, more Bombs. I stare in horror to find he's smashed me to bits: 527,530 points. And then – after sitting pretty at 421, 259 points, I receive a message from Herr Hartup. We've sparred many times, scrapping for pride of place at the top of that scoreboard. Currently, my biggest foe is PSM3's deputy editor, Andy Hartup. Double XP? GAME ON.īut the real addiction comes from topping the leaderboard and rubbing your victory in the faces of your friends. Twenty minutes later, I'm given a free potion that doubles my XP for 24 hours. What's that, Zuma? I've unlocked another powerup? And after the next level, I can win another heart? Sweet.įinally, after spending all my lives, I'm about to sign out – but a window pops up saying that, just this one time, they're refilling my hearts. ![]() Yes, it might only be one map, but I can't stop grinning with satisfaction as I watch my XP bar fill to bursting. Suffice to say, PopCap's mastery of the reward system will keep you hooked. ![]()
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