The backwards ball pushes the furthest-out chain (depending on if all of the balls are connected) backwards for a short length of time. The slow-down ball slows the speed of the chain of balls for a short length of time. The accuracy ball allows quicker shots and points an arrow at where the ball will be shot (this stays active for about the same amount of time as the slow-down ball however, the size of the balls must be considered). The explosion ball explodes all of the balls within a small radius of the ball at the spot and time of its explosion. If not exploded quickly, power-up balls will return to their regular state after some time.Įach regular adventure begins with three lives (represented by frogs in the upper-left hand corner of the screen), but extra lives are earned with every 50,000 points. Shooting a coin with a ball, making multiple groups of balls explode with a single shot, earning chain bonuses, shooting through gaps in the balls, or finishing a level within a certain period of time (called ace time) will give extra points. 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). 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. 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. 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. 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. Also, the balls come out further at the start of the level, and the chain of balls moves along slightly faster. 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. 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. This level cannot be accessed without first completing world twelve. Music is a little bit annoying, but you can always turn it of and play your own mp3s.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). Graphics is awesome (the game supports high resolution up to 1920 x 1200). Zuma’s Revenge is a modern game of a decent quality. Also, if the balls reach the end of the level, you lose. Bosses swiftly scroll across the top of the screen and not only fire back at you but are protected by balls you must destroy. The most interesting feature of this adventure is the increasingly difficult “boss battles” at the end of every island section. The sequel introduces horizontal or vertical scrolling on a few levels and the ability to change firing position. In the first game the frog always sat in the middle of the screen. You are playing as a frog who tries to stop the invasion of colored balls by firing at them. Zuma’s Revenge adventure offers the same gameplay mechanic as its predecessor.
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