Peggle Nights | |
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![]() North American PC box art | |
Developer(s) | PopCap Games |
Publisher(s) | PopCap Games Electronic Arts |
Platform(s) | Windows Mac OS X Xbox 360 PlayStation 3 (PlayStation Network) iOS Nintendo DS |
Release | Microsoft WindowsMac OS X
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Genre(s) | Puzzle |
Mode(s) | Single-player,multiplayer |
Peggle Nights is aWindows,Mac OS X and MicrosoftXbox Live Arcade[1] downloadable game fromPopCap Games. Upon its release, PopCap marketed the game as a "follow-up" toPeggle,[2] although anactual sequel to the 2007 PC Game was released in 2013. The gameplay betweenPeggle andPeggle Nights has remained largely unchanged, with each stage featuring a colorful 2D background filled with different colored "pegs". The objective in each level is to clear all of the orange pegs by hitting them with a ball shot from the top of the screen. New to this version are 60 new levels, 60 additional challenges, the introduction of the new Peggle Master Marina the Electric Squid, and the addition of an "Aced" score for each level.
PopCap gave little pre-release build-up toPeggle Nights, with only a mention of the game by founder byJason Kapalka in a January 2008 interview and PopCap publishing its press release on the day it was released. Critical reviews ofPeggle Nights were favorable, most of the praises going towards the gameplay mechanics and presentation taken from the originalPeggle; however,Peggle Nights' similarity to its predecessor, as well as its narrative dream element, garnered mixed responses.
Gameplay forPeggle Nights has remained similar to the original game, although additional types of style shots, such as off the wall, have been added. The primary gameplay addition toPeggle Nights is the new Peggle Master Marina.
Marina is the final Peggle master ofPeggle Nights, and her power is a high risk, high reward shot. Lightning travels from the first peg touched to the center of the score bucket. The lighting eliminates all pegs in the path, including armored ones. Marina's power is best used late in the game when the score multiplier is highest.[3] Despite being one of the strongest Peggle masters, Marina was not playable in the DS release, and did not return forPeggle 2 - though Batrina inPeggle Blast has a similar power.
As its opening theme, the game uses the classical piece "Clair de lune", the third movement from the piano suiteSuite bergamasque byClaude Debussy.
Pre-release revelations ofPeggle Nights were limited to an interview with PopCap founderJason Kapalka published byRock, Paper, Shotgun on January 30, 2008; he revealed it would be a "pretty straightforward 'sequel'" toPeggle, "with the primary points of appeal being dozens and dozens of new levels, one additional power-up/Peggle master, and some new kinds of challenges." He also revealed the dream aspect of the game.[4] PopCap's press release of the game was made public the day it was released, andIGN reported aPeggle sequel had been "much-anticipated."[5]
As of January 2010, three expansions have been released: a holiday theme, a spring theme and a pack with fan-art-based levels.[6] All three come with extra adventure levels and challenges. While these extra levels are on the PC and Mac versions ofPeggle Nights, they have not been patched into the iOS version of Peggle. TheXbox Live Arcade version ofPeggle receivedNights content in the form of adownloadable expansion for the game on November 18, 2009.[1][7] TheiPhone version ofPeggle receivedNights content as an In-App Purchase on October 4, 2010.[8]
It is also unlockable inPeggle: Dual Shot for theNintendo DS. However, inPeggle: Dual Shot, Marina is not unlockable.
Aggregator | Score |
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Metacritic | PC: 76/100[9] X360: 89/100[10] |
Publication | Score |
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1Up.com | A−[11] |
Destructoid | 8/10[12] |
Eurogamer | MAC: 7/10[13] PC: 6/10[14] |
GameRevolution | B+[16] |
GamesRadar+ | ![]() ![]() ![]() ![]() ![]() |
IGN | 8.4/10[17] |
PC Format | 80%[9] |
PC Gamer (UK) | 66%[9] |
PC Zone | 80%[9] |
Play | 100%[18] |
The A.V. Club | A−[19] |
Entertainment Weekly | B+[20] |
Gamezebo | 4/5[21] |
Gaming Age | A[22] |
Inside Mac Games | 8/10[23] |
PopMatters | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
The Sydney Morning Herald | 4/5[25] |
Publication | Award |
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Wired | #4 PC Game of 2008[26] |
Approbation towards aspects of the originalPeggle were prominent in reviews ofPeggle Nights, such as its "balanced" gameplay, level design, addictive nature, and vibrant presentation.[a] The fact ofPeggle Nights being simply the samePeggle game with different levels and added features was praised by some reviewers and lukewarmly-thought-of by others.[b]PopMatters writer Thomas Cross was concerned that the lack of newness wouldn't help thePeggle series' chances of staying relevant,[24] whileGamezebo suggested gamers would be "downright disappointed" if they expected more.[21]
Michael Scarpelli ofInside Mac Games calledPeggle Nights's levels "far more intricate than in the originalPeggle. There are moving pieces and barriers abound and there are a far greater percentage of levels that will take a handful of tries to pass."[23] On the other hand, Joe Blyth ofEurogamer called the levels "a little disappointing," particularly criticizing the "inaccessible boxiness" of the Renfield stages.[14] However, he did praise the character of Marina and her stages.[14] The ace awards were also honored by reviewers,[14] including Scarpelli who reasoned they added replay value toPeggle Nights.[23]
The dream aspect of the game "makes for some great new background art, and some opportunities for quirky humor as well, according toGame Revolution;[16] and the dreams were "sweet and unpredictable," in Blyth's opinion.[14] A couple of reviewers particularly spotlighted Tula's story for its emotional engagement,[14] Steve Hogarty ofGamesRadar+ writing that "few games approach such subject matter, and fewer still with such gravitas."[15] Scarpelli praised the dream concept for giving a variety of backgrounds that added a "particular flair" to the peg placement.[23] However, Thomas found the story "meaningless" to the experience,[24] and Steve Hogarty ofGamesRadar+ felt it hindered the gameplay's quality: "Pegs are sculpted more closely around background artwork, and the art itself threads narrative through the progression of levels."[15]
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