Bookworm (video game)
Bookworm is a word-forming puzzle video game by PopCap Games. From a grid of available letters, players connect letters to form words; as words are formed, they are removed from the grid and the remaining letters collapse to fill the available space. Players earn more points by creating longer words or words which use less common letters and earn less for smaller words. In November 2006, PopCap Games released Bookworm Adventures. Bookworm was released for the Nintendo DS digital distribution service DSiWare on November 30, 2009, it has been released on the regular Nintendo DS cartridge. The game requires players to match adjacent letters to form word in the English language. Longer words have a greater chance of producing bonuses. In addition to standard letters, tiles of various colors can appear depending both on the current level within the game and on the length of words being formed; the tile colors are as follows: Red Burning Tiles – Throughout the game, burning red letters appear, increasing in frequency at higher difficulty levels.
These letters automatically move downwards, burning through letters below them in the column, until they reach the bottom of the grid, ending the game. Green Tiles, Gold Tiles, Sapphire Tiles, Diamond Tiles- These tiles are awarded to indicate skill in forming longer words. Using these tiles in subsequent words increase the number of points earned by the word, it takes progressively longer for burning tiles to burn through the higher value tiles. Green tiles enter the board from the top, as new regular tiles do, while higher-value bonus titles replace random letters on the board; the game has two modes. "Classic" mode is untimed, while "Action" mode uses randomly appearing burning tiles to create a time-limited game. If the player clicks on game mascot Lex, found off to the side of the play area, all of the tiles will be scrambled. Additional points are given for bonus words displayed in the game. In some versions one can collect and complete "books" which are groups of words in a similar category.
Once one completes the first of any of these words in a particular category it unlocks the book, displays a complete list of the words needed to complete the book and get bonus points. The editors of Computer Gaming World presented Bookworm with their 2003 "Puzzle Game of the Year" award, they wrote, "PopCap's ultimate achievement is in taking simple elements that anyone can learn and turning them into raging, overwhelming obsessions. It's something commercial games with 50 times the budget can't match." Bookworm at PopCap Games Bookworm Excite at Big Fish Games
Bionic Commando Rearmed
Bionic Commando Rearmed is an enhanced remake of the 1988 Nintendo Entertainment System version of Bionic Commando. It was developed by Grin and published by Capcom for Microsoft Windows, PlayStation Network, Xbox Live Arcade, was released in August 2008; the BlackBerry version was developed and published by Beeline Interactive and released on April 23, 2009. The remake serves as a prelude to the 2009 video game Bionic Commando. A sequel, Bionic Commando Rearmed 2, was released in February 2011. Rearmed follows Nathan Spencer, a commando with a bionic left arm that can extend and be used as a weapon, or to swing from various objects. Spencer is sent to destroy a weapon known as the Albatross project under construction by the Badds; the game features in-game art by Shinkiro. Music for the game was composed by Simon Viklund and consists of remixed versions of the original music; the soundtrack was released on May 2008 by Sumthing Else Music Works. Rearmed was well received. Reviewers praised the fact that the game was true to the original, lauded the updated gameplay and graphics.
It was described by Hilary Goldstein of IGN as "the best downloadable game to date on and." Jeremy Parish of 1UP.com stated Rearmed "should go down in history as one of gaming's best deals." Bionic Commando Rearmed borrows its plot from the NES version of the game. In keeping with the North American release of that version, the references to the Nazi party found in the original Japanese title are not featured in Rearmed. However, as is the case in the original, the final boss of the game still resembles Adolf Hitler, is referred to as "The Leader". Rearmed centers around two warring factions: the Federation and the Empire, it begins with the Imperial forces discovering classified documents regarding the development of a secret weapon known as the Albatross project started by an organization known as the Badds, but never completed. Killt, Generalissimo of the Empire's forces, decides to complete the project himself; when the Federation learns of the Empire's plot, they send in their national hero, Super Joe to infiltrate the Empire.
During his mission, Joe is captured by Imperial forces. The Federation sends in a second operative named Nathan Spencer to rescue Super Joe and assist him in completing his mission. Spencer traverses several areas; as he progresses, he travels deeper behind enemy lines. The plot culminates as Super Joe is rescued from the bionic Imperial soldier Gottfried Groeder, both Spencer and Joe set out to destroy the Albatross project. During the mission, Spencer encounters "The Leader", the resurrected head of the Imperial forces. Spencer defeats The Leader, together with Super Joe destroys the Albatross; the game ends with both heroes hanging onto a helicopter. In Bionic Commando Rearmed, the player controls Nathan Spencer, a soldier, given a bionic arm; the arm is equipped with several features including a grappling hook which can be used to reach distant objects. The player uses Spencer's bionic arm to climb to higher ledges; the player must make a series of grappling actions in a row to traverse hazards such as a wide gap or an electrified floor.
Spencer earns a variety of weaponry and items by defeating level bosses. Some items and weapons must be acquired before certain areas can be entered: for example, the player must locate flares that can be used to illuminate dark areas. Levels are presented to the player as an overworld-style tactical map showing friendly and enemy areas; the player controls a helicopter to move between areas, can select to infiltrate that area on foot. While in the overworld view, enemy convoys will move between areas. If the player's helicopter encounters a convoy, the player must fight through it on foot and destroy the enemy anti-air truck before the helicopter can proceed; such levels are presented from a top-down perspective. While Bionic Commando Rearmed remains true to its NES counterpart, a number of gameplay enhancements were made. A health bar replaces the game's original health system of a limited health pool which grows after collecting bullets from defeated foes. Players collect health items from enemies to restore health, as opposed to the original system which involved earning more hit points.
Defeating enemies with full health now awards players extra points, encouraging players to avoid being hit in order to obtain high scores. Players can extend Spencer's bionic arm to grab oil barrels and throw them at enemies, or use them as temporary shields. Weapons can now be changed during gameplay, as opposed to being limited to one weapon per mission. Boss battles have been redesigned; each battle now makes unique use of Spencer's bionic arm. In one example, the player must latch the arm to a screw on the boss character's vehicle pull back to expose a weak point in the armor. Additionally, the final boss battle has been extended to a complete level as opposed to the ending sequence of one. Hacking into enemy communications now involves navigating a three-dimensional puzzle as opposed to choosing to hack. New to the remake are Challenge rooms which involve using the bionic arm to traverse a course as as possible. Force feedback has been implemented when using the bionic arm, firing weapons, other events.
Rearmed's campaign can be played locally with another player. Although the overall gameplay is identical, enemy AI adapts difficu
Castle Crashers is a 2D beat'em up video game developed by The Behemoth. It features music created by members of Newgrounds; the Xbox 360 version was released on August 27, 2008 via Xbox Live Arcade as part of the Xbox Live Summer of Arcade. The PlayStation 3 version was released in North America on August 31, 2010 and November 3, 2010 in Europe via the PlayStation Network. A Microsoft Windows version, exclusive to Steam, was announced on August 16, 2012; the game is set in a fictional medieval universe in which a dark wizard steals a mystical gem and captures four princesses. Four knights are charged by the king to rescue the princesses, recover the jewel, bring the wizard to justice. On June 15, 2015, The Behemoth announced Castle Crashers Remastered, a remastered version of the game for Xbox One, while the Steam version received it in the form of a free update; the remastered version features higher quality textures, uncapped frame-rate, performance improvements, an additional mini-game. On March 19, 2019, The Behemoth announced that Castle Crashers Remastered would be getting a release on Nintendo Switch and PlayStation 4.
These versions of the game are scheduled to be released in the summer of 2019. Castle Crashers is a side-scrolling beat-em-up that incorporates a small number of role-playing video game elements. After selecting a character, the player selects a starting stage through an overworld map. After completing a stage, the player has the choice to move to another stage; the map displays shops where the player character can buy items and weapons using coins gained from defeated foes and chests. Arena stages can be unlocked where the player character can take on challenges to unlock additional characters. Castle Crashers supports cooperative gameplay for up to four players, either locally or online; the game progression in terms of what stages are unlocked is defined by the player, furthest along, although some levels require all players to have unlocked them before proceeding to them. In each stage, the player can use combination attacks; each character has a unique magical ability in order to defeat foes and a health meter that, if drained from enemy attacks, will cause the character to fall in battle.
In single player mode, this ends the stage. Characters gain experience points by damaging foes; each level gained allows the player to allocate points towards the character's four basic combat attributes. Certain level advances grant new combination attacks. Progress is tracked for each of the playable characters separately; the character's magic level is tracked by a meter and regenerates over time. Numerous weapons can be found in the game, each that have various effects to the character's attributes when equipped; the player can find animal companions for their character that may assist in battle, improve the character's attributes, or provide another special ability such as increased treasure earned from defeated foes. Each version of the game features two minigames. In Arena, the first minigame, player characters attempt to survive through several waves of enemies, or fight each other; this minigame is available on all versions. The Xbox 360, Mac OS X and Microsoft Windows versions feature a minigame called "All You Can Quaff," a button-mashing contest to attempt to eat as much food as possible.
The PlayStation 3 version, features a Volleyball minigame for up to four players and four AI characters. Castle Crashers is set in a fictional medieval universe, it begins with four knights attending a party in a king's castle. During the party, a dark wizard arrives, capturing four princesses; the king sends the knights to retrieve the gem, rescue his daughters, bring the wizard to justice. The knights encounter several enemies along the way, but not limited to, other knights, multiple encounters with a cyclops, thieves, a giant "catfish", factory workers, monstrous oceans with ninja pirates, alien invaders; as the knights progress they succeed in rescuing the princesses, the journey culminates in a final showdown with the wizard. The knights emerge victorious from the confrontation, having defeated the dark wizard, rescuing all of the king's daughters, recovering the mystical gem; the knights ride the reclaimed gem through several empty battlefields on their trip back to the castle. At the castle the king brings one of his daughters for one of the knights to kiss, her face veiled throughout the entire game.
As with previous levels, the players fight to the death to claim a kiss from the princess. However, when the winner tries to do so this time, the princess is revealed to be a clown that blankets the screen in an animation. Castle Crashers was first revealed on July 14, 2005 at the San Diego Comic-Con International under the working title Ye Olde Side-Scroller. Though the original Comic-Con 2005 demo was shown running on a Nintendo GameCube, no mention has been made of a release on a Nintendo-based platform, it was released for the Xbox 360 on August 27, 2008. On July 23, 2009 The Behemoth announced that Castle Crashers would be coming to the PlayStation Network; the game was released on the PlayStation 3 in North America on August 31, 2010, in Europe on November 3, 2010. A Microsoft Windows version exclusive to Steam was announced on August 16, 2012; the game's art style was developed by The Behemoth's Lead Artist Dan Paladin. As t
Marvel vs. Capcom 2: New Age of Heroes
Marvel vs. Capcom 2: New Age of Heroes is a crossover fighting game developed and published by Capcom, it is the fourth installment in both the Marvel vs. Capcom series and Capcom's Vs. series which features characters from both Capcom's video game franchises and comic book series published by Marvel Comics. Released in Japanese arcades in 2000, the game received ports to the Dreamcast, PlayStation 2, PlayStation 3, Xbox 360, iOS devices over the span of twelve years. In Marvel vs. Capcom 2, players select a team of characters from the Marvel and Capcom universes to engage in combat and attempt to knock out their opponents. While the game uses similar tag team-based game mechanics to the series' previous iteration, Marvel vs. Capcom: Clash of Super Heroes, it features several significant changes, such as three-on-three gameplay, a new character assist system, a more simplified control scheme; the character artwork uses traditional 2D-animated sprites, while the backgrounds and visual effects are rendered in 3D.
This makes Marvel vs. Capcom 2 the first game in the franchise to feature 2.5D graphics. The game received positive reviews from critics, who praised its gameplay and character roster, while criticizing its soundtrack and initial lack of online multiplayer support outside Japan. Following its release, Capcom lost the use of the Marvel Comics license, putting the series on a decade-long hiatus. In April 2010, Capcom announced the development of a sequel, Marvel vs. Capcom 3: Fate of Two Worlds, released in February 2011. Marvel vs. Capcom 2: New Age of Heroes is the fourth installment in the Marvel vs. Capcom series of tag team-based fighting games. Players select a team of three characters to compete in a one-on-one battle, as opposed to teams of two characters in the series' previous entry, Marvel vs. Capcom: Clash of Super Heroes; the game introduces a more refined version of the "Variable System" used in past Marvel vs. Capcom games, which allows players to tag in other team members at any point during the match.
Unlike Clash of Super Heroes, which features unplayable partner characters that the player can summon at will, Marvel vs. Capcom 2 re-implements the "Variable Assist" gameplay mechanic introduced in Marvel Super Heroes vs. Street Fighter, allowing players to call upon one of their off-screen team members to perform a single special move to aid them; each playable character possesses three different types of assists, denoted by the Greek letters α, β, γ, which can range from projectile attacks to healing moves. Assist characters receive extra damage; as characters fight, the team members not in play will slowly regenerate their life gauges. A match lasts until one team runs out of vitality for all three fighters. Similar to prior installments, as characters deal and receive damage, a colored meter at the bottom of the screen known as the "Hyper Combo Gauge" will fill; when the meter is full, the player can use it to perform several special techniques, such as "hyper combos", powerful attacks that deal heavy damage.
The game introduces a new gameplay mechanic called the "snapback", which forces the opponent to switch characters. Marvel vs. Capcom 2 features a modified version of the six-button control scheme from Clash of Super Heroes. Instead of six attack buttons separated as three pairs of low and high-strength punches and kicks, the game utilizes a setup of four attack buttons and two assist buttons. Marvel vs. Capcom 2: New Age of Heroes features both multiplayer game modes; the game has an Arcade Mode, where the player must defeat seven AI-controlled teams to reach the final boss character, who sports three different forms. Unlike previous games in the series, Marvel vs. Capcom 2 does not have character-specific endings, as the player will earn the same ending regardless of the characters they used to complete Arcade Mode. Versus Mode allows two players to compete against one another. Players can practice moves and combos in Training Mode, where they can adjust certain settings, such as the number of bars available in the Hyper Combo Gauge.
Score Attack, similar to Arcade Mode, pits the player against waves of AI-controlled characters. The arcade version of Marvel vs. Capcom 2 includes an experience system which unlocks hidden characters after a certain number of experience points are earned; this system was removed in the console versions in favor of the "Secret Factor" menu, where the player can buy hidden characters, stage backgrounds, color schemes using points earned through normal play. The Xbox 360 and PlayStation 3 versions both feature online multiplayer, which includes player matches, ranked matches, lobbies; the Japanese release of Marvel vs. Capcom 2 for the Dreamcast featured online play through Capcom's "Match Service" network. Marvel vs. Capcom 2: New Age of Heroes contains a roster of 56 playable characters; the roster features characters from various Marvel Comics properties, such as The Avengers and X-Men, Capcom video game franchises, including Street Fighter and Mega Man. The game introduces three original characters: Amingo, a cactus-like creature.
Official Xbox Magazine
Official Xbox Magazine is a monthly video game magazine which started in November 2001 around the launch of the original Xbox. A preview issue was released at E3 2001, with another preview issue in November 2001; the magazine was bundled with a disc that included game demos, preview videos and trailers, other content, such as game or Xbox updates and free gamerpics. The discs provided the software for the Xbox 360 for backward compatibility of original Xbox games for those without broadband and Xbox Live access; as of January 2012, OXM no longer includes a demo disc. In mid-2014, the U. S. version was merged into the UK version on the website, which lasted only a few months until Future plc announced that it was closing its website along with all the other websites that Future has published, including Edge and Computer and Video Games. In February 2015, OXM and all of Future's video game websites were redirected into GamesRadar; the magazine itself continues to be published in US and Australia.
On the Disc Each issue contained a demo disc with both Xbox 360 and Xbox Live Arcade games. However, beginning in January 2012, OXM stopped including demo discs, saying "You've told us you don't want the DVD anymore, we listened....". Each demo contained unlockable content like hidden demos. There was a sim-like game called'OXM Universe'. Gamers played the games on disc and viewed the videos on the disc to gain points, but only 800 points were needed for the unlockable content; the points had another use in which gamers used their points to research and build equipment for the in-game game'OXM Universe'.'OXMU' was discontinued in OXM's 100th issue. We Heart Xbox In this section, new games which were not yet shown to the mainstream public or user-modified hardware such as consoles or faceplates were shown here. Message Center Besides showing readers' mail, the OXM crew revealed their'Top 5' things on their mind at the moment. The'Top 5' tradition was broken in Issue #85 of July 2008, when the staff instead answered to the question "What's your worst habit - and do you want to break it?"
Xbox Next In this section, upcoming games were previewed. Features In this section, games may get prolonged previews, or OXM may have an exclusive 6-10 page review for a certain game. There may be special featured content like Issue #77's'HDTV Buyer's Guide'. Xbox Now This was the section where every Xbox, Xbox 360, Xbox Live Arcade game, downloadable content is reviewed. Xbox 365This section contained Xbox business articles, gaming news,'Hard Stuff','2,000 Pennies or Less', the codes of the month,'Forza Showroom', a section for competing against the OXM crew in games like Lost Planet, Halo 3, Gears of War, more,'Media Ho!','Live Space' (a section which showed gamers' Xbox Live gamertags,'Ask Dr. Gamer', and'The of Xbox' (a section that talked about business and other things of the Xbox gaming world; the column'The Business of Xbox' was written by Geoff Keighley through the May 2007 issue, but until 2015, the column was written, on a less frequent basis, by Chris Morris. As of Issue #71, the end page rotated columnists, with guests including game creators Tim Schafer, Denis Dyack, Randy Pitchford.
UK and US Edition Editor: Stephen Ashby Deputy Editor: Daniella Lucas Staff Writer: Adam Bryant Production Editor: Russell Lewin Senior Art Editor: Warren Brown Until issue #52, the Official Xbox Magazine used a 100-point system, scoring games out of 10.0 with.1 increments. The games that received at least a 9.0 were given an Editor's Choice award. Beginning with issue #53, the US OXM switched to a 20-point scoring system, scoring games out of 10.0 with increments of 0.5. The UK edition though switched to a 10-point scoring system, scoring games out of 10; this ratings scale was detailed on the introduction page to every issue's review section. A score of 10.0 was not considered perfect, but is called "Classic" and is considered to be "one of those rare and best of games." OXM's review scale did include a score of 11.0 as "Perfect," however the description for that score was "The unicorn. Will never happen. Never." Twenty games received a 10/10 score from OXM, but only BioShock, The Elder Scrolls V: Skyrim and Grand Theft Auto V had been given this score by both the US and UK editions.
The nine 10/10 games from the US edition included: Fight Night Round 3, Gears of War, Fallout 3, Halo 3, Call of Duty 4: Modern Warfare, Mass Effect, Gears of War 3 and Batman: Arkham City. Whereas the nine 10/10 games from the UK edition included: Grand Theft Auto IV, Project Gotham Racing 4, Call of Duty: Modern Warfare 2, The Elder Scrolls IV: Oblivion, Mass Effect 2, Halo: Reach, Portal 2, Deus Ex: Human Revolution and Mass Effect 3. OXM had begun reviewing Xbox Live Downloadable Content, on a three-point scale: Buy, Fanboys Only, Deny; the exception was The Elder Scrolls IV: Shivering Isles expansion pack in issue 70, due to the game's size, being "much more than a simple map pack" was reviewed on the normal 20-point scale, receiving an 8.5. Some disks came with additional material for Xbox games. Early issues' demo disk included a costume expansion to Dead or Alive 3 and Easter eggs unlockable
Hexic is a 2003 tile-matching puzzle video game developed by Carbonated Games for various platforms. In Hexic, the player tries to rotate hexagonal tiles to create certain patterns; the game is available on Windows, Xbox 360, Windows Phone, the web. The game was designed by Alexey Pajitnov, best known as the creator of Tetris. While most earlier releases of the game were developed by Carbonated Games, the most recent version released for Windows and Windows Phone is developed by Other Ocean; the name is a portmanteau of the words "hectic" and "hexagon". The objective of Hexic is to rotate hexagonal pieces of various colours and clear them from the playfield by forming clusters or flowers. Clusters are formed. Pieces above the cleared pieces fall forming more clusters and causing chain reactions, new pieces appear at the top of the playfield. Bonuses are awarded for clearing more than three pieces at a time, some pieces contain bonus stars, which yield extra points and can clear larger groups of pieces depending on how they are cleared.
The player can create a "gold-star" by arranging six like-coloured pieces into a hexagon or "flower", surrounding a piece of a different colour or type. The surrounding pieces are cleared, the center piece is replaced by a silver-star. A gold-star allows the player to rotate all surrounding pieces counterclockwise. Forming a flower of silver-stars changes the center piece into a black pearl, which allows the player to move three surrounding pieces in a Y or inverted Y pattern; the ultimate goal of the game is to form a cluster or flower of black pearls, after which the game will end. Bombs appear throughout the game. A bomb is coloured like other pieces on the board and can be defused by rotating it into a cluster or flower of the same colour; the counter on the bomb counts down with each move, if allowed to reach zero, it explodes and the game is over. Defusing a bomb by clustering it with at least one multiplier piece of the same colour causes all pieces of the same colour as the bomb to clear from the playfield.
Hexic offers two variations on the standard Marathon mode: In Timed mode, a timer counts down toward zero, the game ends when time runs out. The amount of time increases with successful clears, resets to its maximum value when the player forms a starflower. Creating starflowers increases the maximum amount of time available, up to two minutes. Survival mode challenges the player to clear the playfield. Unlike in Marathon and Timed modes, clearing pieces from the playfield does not automatically cause new ones to fall from the top. Instead, the player forms clusters and flowers until no more moves are possible any remaining pieces are locked in place and all open spaces are filled with new pieces. Clearing clusters with bonus stars causes nearby locked pieces to become unlocked. Forming a flower unlocks all pieces on the board and causes all pieces the same color as the center piece in the flower to clear from the board. If the player clears the entire playfield or survives fifty rounds, they win the game.
The game is over. The gameplay music from Hexic HD, released with the Xbox 360 in 2005, is from the album Hexophilia, an experiment in loop-based composition composed by Jerry Schroeder. Hexic was developed by Carbonated Games and was released on the MSN Games online service in July 2003. A downloadable deluxe edition was made available soon after. A variation of the game called Hexic HD was developed by Microsoft Game Studios and Carbonated Games for the Xbox 360, comes preinstalled on all Xbox 360 hard drives as part of the Xbox Live Arcade service; this version features online leaderboards and support for high-definition. In August 2007, Microsoft released Hexic 2 on Xbox Live Arcade, providing new gameplay features and a competitive two-player mode. Additionally, Hexic Deluxe for Tablet PC was released for Windows XP Tablet PC Edition as part of the Tablet PC Education Pack, allowing players to rotate pieces using a stylus. Hexic comes with the Zune version 3.0 firmware, released September 16, 2008.
On March 2014, a redesigned version of the game was released for the Windows and Windows Phone as a Windows Store app. This version of the game was developed by Other Microsoft Studios, it sported a redesigned user interface and sounds. The game was Xbox LIVE enabled, meaning that players could earn Xbox LIVE achievements and take spot in leaderboards. Http://www.metacritic.com/game/xbox-360/hexic-hd/critic-reviews Hexic at MSN Games Hexic HD at Xbox.com
Zuma (video game)
Zuma is a tile-matching puzzle video game published by PopCap Games. It can be played for free online at several Web sites, was released for a number of platforms, including PDAs, mobile phones, the iPod. An enhanced version, called Zuma Deluxe, was released for Microsoft Windows and Mac OS X as well as an Xbox Live Arcade download for the Xbox 360 and a PlayStation Network download for the PlayStation 3. Zuma received the 2004 "Game of the Year" award from RealArcade; the objective of Zuma is to eliminate all of the balls rolling around the screen along a given path 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 switch at any time; as soon as one ball reaches the skull, the rest follow and the player loses a life. To prevent the balls 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, when the balls will stop producing off-screen.
When three or more of the same color come in contact, they explode triggering other explosions as part of a chain reaction. 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, for causing explosions through gaps of other balls, chains for having a streak of always causing an explosion with each consecutive ball. Time bonuses are 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 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 points an arrow at where the ball will be shot. 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 power-up balls will return to their regular state after some time. Each regular adventure begins with three lives. 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 will give extra points; the levels are organized into temples, the initial temple consists of three "worlds" of five levels each. No level in the first world contains tunnels, the first level of each world is tunnel-less. Worlds one to three have four colors of balls: red, blue and yellow, worlds four to six add purple, from world seven on, white is added in the variety. Levels are added to worlds: The second temple, which contains worlds four to six, have six levels, while the third temple, which contains worlds seven to nine, have seven levels; the fourth and final temple contains worlds ten to twelve, which consists of seven levels each. Worlds ten to twelve are the same as seven to nine, but for each level, 5000 points must be scored to fill the Zuma bar.
The balls come out further at the start of the level, the chain of balls moves along faster. If the player loses all of their lives, the game ends, 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, longer than all previous levels, has less color-grouping among the balls, has no visible path for the balls to follow; this level cannot be accessed without first completing world twelve. Upon beating this level, the player wins the game. All the remaining lives at the end of a game are each worth 50,000 additional points to add on to the final score. Zuma offers the gauntlet mode, where a player can choose to play in a level they have reached in adventure mode, either practice to beat the level, or play in survival mode, where the difficulty in colors and speed of balls will increase; the level classifications of the gauntlet mode, in order, are Rabbit, Eagle 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 when nearing the skull, a player can continue endlessly, since the level classification has no limit in both stages and bars. The Japanese developer Mitchell Corporation claims Zuma infringes on the intellectual property of their 1998 arcade game, Puzz Loop, released as Ballistic outside Japan. Mitchell re-released the design in 2006 as the Nintendo DS game Magnetica. PopCap asserted that Zuma was "not an exact clone", with founder Jason Kapalka saying that he was "happy" with the idea of games being cloned by other developers, so long as the new ver