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Once a puzzle game is successful it usually generates a large number
of knock-offs or imitations, and sometimes if it isn't successful,
another company takes the idea and makes it successful. That's
the case with the Japanese game Puzzloop, which was recently released
on the DS as Magnetica and Actionloop. PopCap games created a very
similar game (almost too similar to be a coincidence) called Zuma
for the PC, which then made its way to Xbox Arcade and has now graduated
to the Xbox Live Arcade on the 360. But with stiff competition from
AstroPop,
Bejeweled 2, Jewel Quest and even Hexic HD, it's a tough call if
Zuma is worth the 800 points.
Well,
actually it's not a tough call! Zuma Deluxe - original idea or not
- is fantastic, and has created a theme and presentation all of
its own to the point that, to most eyes, Actionloop looks like a
knock off of Zuma! Using ancient temples as the setting, players
control a stone frog idol in the centre of the screen, which can
be rotated a full 360 degrees. Around the screen, a line of different
coloured balls extends slowly along a track (or tracks) towards
a sun god skull, and if game over as soon as the first ball drops
into its mouth. Launching one ball at a time, your goal is to form
groups of three or more of the same-coloured balls, which causes
them to explode, thus shortening the line. It's a simple concept
and a great twist (hardy-har!) on the classic puzzle genre.
Once you get the hang of it, you'll learn how to set up combos,
create gaps and collect coins to boost your total score.
As
you progress in Zuma, this line, or snake, of balls gets faster
and faster as it creeps up to the centre of the screen and attempts
to enter the skull. Your first goal should always be to fill up
the metre on the upper right part of the screen, which stops any
new balls from coming into the screen once it's full. Now, the balls
still move towards the centre, but no new ones come along, which
allows you to relax a bit. There are two main ways to go about gameplay
here, one being the strategic approach and the other being the spontaneous
approach. The latter means to simply shoot your ball at the first
group of like-colours that you see (you get a chain bonus if you
continually make a break with each ball you launch) and the other
has you playing to win by shooting as few balls as possible.
This
second approach requires you to set up combos by ignoring massive
groups of one colour and instead filling in the sections of the
snake where there are lone balls of one colour. Once most of the
balls have at least one friendly coloured partner next to them,
you can start making breaks, at which point you're likely to get
some really nice combos, as anytime you make a break and the surrounding
pieces are a same colour they'll zoom into each other and break
on impact, giving you a nice bonus. This style of play is always
risky, and you'll find the track of balls getting dangerously close
to the skull even in the very early levels; however, it's almost
required that you learn to play both ways, as you'll see later on,
and making massive chain reactions is extremely satisfying!
The
main quest mode will last you a good while, especially when the
difficulty begins to really pick up in the later levels; the gameplay
gets really frantic and you'll almost always feel yourself tense
up as you struggle to clear everything as it rushes to the middle
of the screen - it doesn't help that two new colours are introduced
into these levels as well, increasing the difficulty substantially.
In these levels you'll really have to aim to get the coins on the
outside of the screen, which give you a really big bonus towards
filling the metre on the top portion of the screen. Another important
technique to focus on is getting gap bonuses, which occur when you
make an opening in the track of balls and fire a ball through here,
breaking balls on the outside portion of the snake. Each level consists
of about five or so sub-levels, with about nine main levels in all,
so there's a lot to complete. Perhaps the only fault is that shortly
into the main quest, some of the boards begin to repeat (around
level four), although they are much harder than the first time around.
Still, it'd be a lot more enjoyable if each sub-level was a completely
new challenge.
The
excellent Gauntlet mode also awaits you as well, which is a survival
mode that will even drag people who generally don't play survival
modes into it. You see, when you go into Gauntlet mode you can pick
which board you'd like to play and try to achieve the highest rank
(Son of Sun) on it. Once you get Sun of Son on every board, you
unlock a highly sought after achievement. This mode is a great alternative
to trying to beat five or so consecutive levels in the main quest
and helps you get some practice in on particular boards.
The
presentation and theme of Zuma really helps the overall experience,
as I mentioned above. The temple designs are extremely well done
and have some great borders and backgrounds, which can really be
appreciated if you're playing on a widescreen TV. The sound effects
are just as well done, with some great and original music, superb
'clanking' sound effects when you launch a ball, excellent combo
effects and plenty more. Mark my words, you'll find yourself saying
"ZUMA!" with the announcer at one point whilst playing. Just you
wait!
A
very decisive factor in purchasing Zuma should be the controls.
In the PC version it's extremely easy to quickly aim your ball and
launch it; however, on the 360 it takes some getting used to when
rotating your frog with either analog stick. I tested this out with
good ol' Mom, who stopped in to see Zuma on the 360, as she is a
big fan of it on the PC. Despite playing numerous racing games and
golf games on the Xbox and PS2, all with the analog controls, she
was struggling to adjust to the controls of the console version
of Zuma. If you're a PC fan of this game then take note, and perhaps
try out the trial version beforehand to see how you come to grips
with it. No matter what though, you won't be able to aim and launch
as quickly as you can on the PC.
As
for the achievements to unlock, Zuma is one of the more difficult
games to get all of the goodies for. In fact, you'll have to accumulate
a total of 24 in-game hours for one, become the ultimate Son of
Sun for another and even beat a level in under five seconds! If
you buy this for the achievement factor then be prepared to work
hard for them.
800
points seems a bit much for a puzzle game, but when it's one as
unique, clever and original (hey, we're not in Japan, we don't know
what a Puzzloop is!) as Zuma Deluxe then it's very much worth it
- this excellent puzzler deserves a spot next to Geometry
Wars, Bankshot
Billiards, UNO
and Marble
Blast Ultra, right there on your Arcade Games list.
Reviewed by Christopher Martin for AceGamez (All Rights Reserved).
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