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Zuma (video game)

From Wikipedia, the free encyclopedia
2003 video game
Video game

2003 video game
Zuma
Developer(s)PopCap Games
Publisher(s)PopCap Games
Glu Mobile
Oberon Media
Designer(s)Jason Kapalka
Composer(s)Philippe Charron
SeriesZuma
EnginePopCap Games Framework
Platform(s)Mac OS X,iPod,Mobile phone,Windows,Windows Mobile,Xbox,Xbox 360 (XBLA),PlayStation 2,Palm OS,Java,PlayStation 3,PlayStation Portable (PSN),In-flight entertainment (IFE)
ReleaseDecember 12, 2003
Genre(s)Puzzle
Mode(s)Single-player

Zuma is a 2003tile-matchingpuzzle video game developed and published byPopCap Games. It was released for a number of platforms, includingPDAs,mobile phones, and theiPod.[1]

An enhanced version, calledZuma Deluxe, was released forMicrosoft Windows andMac OS X as well as anXbox Live Arcade download for theXbox 360 and aPlayStation Network download for thePlayStation 3.[2] It is also included with the PlayStation 3 retail version ofBejeweled 3, along withFeeding Frenzy 2.[3]

Zuma received the 2004 "Game of the Year" award fromRealArcade.[4]

Gameplay

[edit]

The objective ofZuma 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. The player can carry two balls at a time and can switch at any time. As soon as one ball reaches the skull, the others follow, the stone frog idol spins around quickly and disappears and the player loses a life. 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. When three or more of the same color come in contact, they explode, possibly triggering other explosions as part of a chain reaction. The chain of balls will continue to push forward until the player fills the yellow bar, which is when the balls will stop producing off-screen. The level is completed when after the bar is filled, the player eliminates all of the balls on the screen.

There are bonuses for collecting coins (usually through gaps), for causing explosions through gaps of other balls, and chains for having a streak of always causing an explosion with each consecutive ball (coins and chain bonuses are a quick way to fill the bar). Time bonuses are also awarded if a player completes the level within ace time – ranging from thirty seconds to four minutes depending on the level.

Four different types of power-ups show up in the balls, which can be activated by exploding the ball with the power-up. 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, but 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.

Adventure mode

[edit]

Each regular adventure begins with three lives (represented by frogs in the upper-left hand corner of the screen), with extra lives awarded for 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) all give extra points.

The levels are organized into temples, and the initial temple consists of three "stages" 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 stage contains tunnels, and the first level of each stage has no tunnels.

Stages 1 to 3 have four colors of balls:red,blue,green, andyellow, Stages 4 to 6 have five colors of balls, addingpurple, and from Stage 7 on,white is added in the variety, making a total of six colors of balls. Levels are eventually added to stages: the second temple, which contains Stages 4 to 6, has six levels, while the third temple, which contains Stages 7 to 9, has seven levels. The fourth and final temple (which is hidden until a player unlocks Stage 10 for the first time) contains Stages 10 to 12, which also consists of seven levels each. Stages ten to twelve are practically the same as the preceding three stages, but the levels are considerably longer, with a total of 5,000 points required to completely fill the Zuma bar in each level. Also, the balls come out farther 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 reached, but if the player manages to complete all 12 stages, they are taken to the 13th and final stage, where it has only one level called "Space". This level is a lot longer than all previous levels (requiring 10,000 points to fill the Zuma bar), has less color-grouping among the balls, and has no visible path for the balls to follow. This particular level cannot be accessed without first completing Stage 12, because there is no associated temple for Stage 13. Upon beating this level, the player wins the game. All extra lives remaining at the end of a game each are worth 50,000 additional points to add on to the final score.

Gauntlet mode

[edit]

Zuma also offers the gauntlet mode, where a player can choose to play in a level they have already reached in adventure mode, and either practice to beat the level, or play in survival mode, where the difficulty in colors and speed of balls will gradually increase. The level classifications of the gauntlet mode, in order, are Rabbit, Eagle, Jaguar, and Sun God. A player is required to fill seven stages in practice mode or seven yellow bars in survival mode before advancing to the next level. Upon reaching Sun God, in which the balls move in constant speed even when nearing the skull, a player can continue endlessly, since the level classification has no limit in both stages and bars.

Plagiarism controversy

[edit]

The Japanese developerMitchell Corporation claimsZuma infringes on the intellectual property of their 1998 arcade game,Puzz Loop, which was released asBallistic outside Japan.[5] Mitchell re-released the design in 2006 as theNintendo DS gameMagnetica. PopCap asserted thatZuma was "not an exact clone", with PopCap founder Jason Kapalka saying that he was "happy" with the idea of games being cloned by other developers, so long as the new version added to the gameplay of the game it had copied.[6]

Reception

[edit]
Reception
Aggregate score
AggregatorScore
MetacriticPS3: 78/100[7]
X360: 77/100[8]
Review scores
PublicationScore
4Players85/100[9]
EurogamerX360: 7/10[10]
XBOX: 4/10[11]
GameSpotJ2ME: 8.2/10[12]
PC: 8.1/10[13]
X360: 7.2/10[14]
GamesRadar+[15]
IGN8/10[16][17][18]
J2ME: 9.2/10[19]
Jeuxvideo.com15/20[20]
Pocket Gamer8/10[21]
TeamXbox8.5/10[22]

The editors ofComputer Gaming World nominatedZuma for their 2003 "Puzzle Game of the Year" award, which ultimately went toBookworm.[23]

The editors ofComputer Gaming World nominatedZuma Deluxe as their 2004 "Arcade Classic of the Year", but it lost toSid Meier's Pirates!.[24]

During the7th Annual Interactive Achievement Awards, theAcademy of Interactive Arts & Sciences nominatedZuma Deluxe for "Computer Downloadable Game of the Year".[25]

Legacy

[edit]

A sequel,Zuma's Revenge!, was launched on September 15, 2009, for Windows and Mac.[26]Zuma Blitz went live onFacebook on December 14, 2010, and was described by PopCap as "the social adaptation" providing players with "the first competitive and cooperative iteration ofZuma in the game's history".[27]

See also

[edit]

References

[edit]
  1. ^"Zuma".PopCap.com. Archived fromthe original on March 21, 2007. RetrievedMarch 21, 2007.
  2. ^"Xbox Live Arcade on Xbox 360".Xbox.com. Archived fromthe original on January 6, 2007. RetrievedJanuary 6, 2007.
  3. ^"Bejeweled 3".GameSpy.Archived from the original on June 9, 2021. RetrievedJune 10, 2011.
  4. ^"Zuma".PopCap.com. Archived fromthe original on May 24, 2007. RetrievedFebruary 21, 2010.
  5. ^Seydoux, Chaz (June 6, 2006)."Feature: shokkingu hitofude". insert credit. Archived fromthe original on June 15, 2006. RetrievedFebruary 21, 2010.
  6. ^"Newsletter". Digital Artist Management. January 23, 2007. Archived fromthe original on December 1, 2007. RetrievedFebruary 21, 2010.
  7. ^"Zuma for Playstation 3 Reviews".Metacritic.Archived from the original on March 9, 2025. RetrievedJanuary 14, 2021.
  8. ^"Zuma Deluxe for Xbox 360 Reviews".Metacritic. RetrievedSeptember 15, 2021.
  9. ^Jens (May 2, 2006)."Test zu "Zuma Deluxe", 360: Geschicklichkeit".4Players (in German). Archived fromthe original on February 7, 2006. RetrievedSeptember 15, 2021.
  10. ^Reed, Kristan (February 21, 2006)."Zuma Deluxe Review".Eurogamer. Archived fromthe original on August 27, 2009. RetrievedSeptember 15, 2021.
  11. ^Reed, Kristan (August 4, 2005)."Xbox Live Arcade Review".Eurogamer. Archived fromthe original on December 29, 2008. RetrievedSeptember 15, 2021.
  12. ^Score, Avery (March 2, 2005)."Zuma Review".GameSpot. Archived fromthe original on August 29, 2016. RetrievedSeptember 15, 2021.
  13. ^"Zuma Deluxe Review".GameSpot. August 25, 2005. Archived fromthe original on December 4, 2012. RetrievedSeptember 15, 2021.
  14. ^Kasavin, Greg (December 13, 2005)."Zuma Deluxe for Xbox 360".GameSpot. Archived fromthe original on December 20, 2005. RetrievedSeptember 15, 2021.
  15. ^Cohen, Cary (April 22, 2006)."Zuma Deluxe – Xbox Live Arcade Review".GamesRadar.Archived from the original on September 16, 2021. RetrievedSeptember 15, 2021.
  16. ^Onyett, Charles (January 4, 2006)."Zuma".IGN. Archived fromthe original on January 10, 2006. RetrievedSeptember 15, 2021.
  17. ^Buchanan, Levi (September 15, 2006)."Zuma for iPod Review".IGN. RetrievedSeptember 15, 2021.
  18. ^Haynes, Jeff (February 20, 2009)."Zuma Review".IGN. Archived fromthe original on February 24, 2009. RetrievedSeptember 15, 2021.
  19. ^Buchanan, Levi (March 11, 2005)."Zuma".IGN. RetrievedSeptember 15, 2021.
  20. ^Zick (February 7, 2007)."Test Zuma".JeuxvideoPC.com (in French). Archived fromthe original on February 10, 2007. RetrievedSeptember 15, 2021.
  21. ^Thomson, John (June 3, 2006)."Zuma".Pocket Gamer. Archived fromthe original on September 28, 2007. RetrievedSeptember 15, 2021.
  22. ^Samsey, Rob (December 12, 2005)."Zuma Deluxe Review (Xbox 360)".TeamXbox. Archived fromthe original on December 26, 2005. RetrievedSeptember 15, 2021.
  23. ^Editors ofCGW (March 2004). "Computer Gaming World's 2003 Games of the Year".Computer Gaming World. No. 236. pp. 57–60,62–69.
  24. ^Editors ofCGW (March 2005). "2004 Games of the Year".Computer Gaming World. No. 249. pp. 56–67.
  25. ^"2004 Awards Category Details Computer Downloadable Game of the Year".interactive.org.Academy of Interactive Arts & Sciences. RetrievedSeptember 15, 2023.
  26. ^"EXCLUSIVE: Zuma's Revenge Revealed". August 18, 2009. Archived fromthe original on August 20, 2009.
  27. ^"PopCap Launches Zuma Blitz on Facebook Platform". December 14, 2010. Archived fromthe original on December 30, 2010.
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