The strings of balls constantly roll along their tracks toward a skull emblem at the end. Should they reach the emblem, the player loses a life, and the game is over when the player has lost all of his or her lives. However, unlike in original Zuma in which regardless of stage, they are allowed to play Stage 1 of the temple again, when the player gets a game over, they will start again at the checkpoint (Stage 1 of an area if the player loses before the mid level and Stage 5 if the same situation happens in Stages 6-10). The strings are always "pushed" by the last ball in the string, so any balls not connected to the rearmost string do not move on their own.
Periodically, random balls display power-ups which the player may collect by destroying the ball. These include a visual guide to show where a ball will land when shot, power ups that slow down or reverse the direction of the string, a three-way cannon that blasts through all layers of balls, a laser that can destroy single balls, a bomb, and a lightning power up which destroys all balls of a specific color.
Zuma's Revenge! introduces three types of levels that are new to the series. Some levels feature two lily pads that the frog can jump between, while other levels set the frog on a horizontal or vertical track and enable it to slide side-to-side or up and down rather than rotating to aim. There are also boss levels where the player has to shoot balls towards the enemies to reduce their hit points while simultaneously prevent the ball strings from reaching the emblem. The enemies in turn shoot projectiles that will induce a certain gimmick if they hit the player. These levels have an unlimited lives, so if one of the balls reaches the skull, they will try again. Players have no problem in getting a game over in this type of levels
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