Developed and published by PopCap Games, Inc.
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TABLE OF CONTENTS
OS*: Windows XP/Vista
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When you first launch Zuma's Revenge!, you will be asked to enter your name. Once you do this, you are taken directly into the game. Your progress and high scores will be saved when you quit. The next time you start the game you will go to the Main Menu with the profile you created. If there are several people playing on one computer, you will want to create separate profiles for each. To do this, click on the link at the top of the Main Menu that reads, "(Change Name)". A dialog will appear allowing you to select another identity, or create a new one.
Zuma's Revenge! has four modes: a sequential story mode (Adventure), an unlockable level selection challenge mode (Challenge), a harder version of Adventure (Heroic Frog) and a special set of hard levels (Iron Frog). At the beginning of the game only Adventure Mode is available; other modes are unlocked as you proceed through the game.
The Options are accessible from the Main Menu screen, or by clicking the Menu button while playing the game. They are:
Zuma's Revenge! follows the quest of a courageous frog washed ashore on a mysterious island. Six mysterious chiefs confront him as he journeys across the island, battling baleful curves of colored balls every step of the way. Your goal is to work through six stages of ten levels each to defeat the chiefs and uncover the island's secrets!
The object of Zuma's Revenge! is to eliminate all the balls rolling onscreen before they reach the skull. When a ball reaches the skull, you will lose one of your lives, and when all your lives are gone, it's game over!
How do you eliminate balls? Easy! When there is a group of 3 or more balls of the same color touching, they explode! Practice your aim to make sets quickly and efficiently!
The controls for Zuma's Revenge! are very simple:
You control the frog. The frog holds Zuma balls in its mouth. Point your mouse cursor somewhere on the screen and left-click, and the stone frog will fire the ball in its mouth towards the cursor. Right-click your mouse to switch the ball in the frog's mouth with the ball color shown in the gem on the back of the frog.
To quit the game or change your options, click the Menu button in the top right.
Each level in Zuma's Revenge! is made up of a curve of balls. The balls slowly roll towards the skull at the end of the curve. At the beginning of the game there are four colors of ball: blue, green, yellow and red. On level 21 another ball color, purple, is added, and on level 41 yet another color, white, is added.
Balls are "magnetic." That is, if a gap exists between two balls of the same color, the ball farther along the curve (as well as any balls touching it) will be pulled back towards the first ball. Thus, after a match there's a good chance some or all of the curve will snap back to connect similarly colored balls. It's important to take this snap-back into account when launching your balls. Skilled Zuma players can use this property to close gaps and pull the curve back with carefully placed balls.
On the top bar you will see a small orange meter that fills as you destroy balls. When you completely fill this meter, you will hear a voice cry, "Zuma!" and all the balls will roll backwards for a moment. No new balls will enter the screen after this, so you just have to clean up the remaining balls to finish the level.
You will be aided in your task by Powerup Balls that appear occasionally. These will turn back into normal balls after a while if you don't use them, so learn to recognize the different types! All Powerup Balls can be triggered by detonating them as part of a set.
On some levels, rather than being stuck rotating in a single spot, your frog can move back and forth on a rail. In these cases the frog will shoot directly in front of it. You can flip which side the frog faces by moving your cursor to one side or the other of the rail. On many levels this allows you to dispose of disadvantageously colored balls off the side of the screen.
Some levels feature lily pads. Your frog can leap from lily pad to lily pad to get shots at different parts of the curve. To leap to a lily pad, left-click on it.
From time to time you will see a golden Zuma fruit appear. Shoot these with a ball to score big bonus points! If you can hit more than one fruit on a single level, you'll get even more bonus points! Fruit are especially helpful in filling the Zuma meter.
You can make tons of extra points by scoring combos. A combo occurs when you cause two or more explosions by firing a single ball. That is, one explosion causes the balls on either side to slide together and detonate, perhaps chain-reacting into a third explosion, and so on. These take some time and care to set up, but they're worth it!
You can get a chain bonus by completing five or more sets in a row. That is, each ball you fire must cause a match. If you can cause six or more in a row, you'll score big points!
If you can fire a ball through a gap in the balls so that it goes through and creates a match on the other side, you'll receive a gap bonus! If you can do it through two gaps, you'll get the rare double gap bonus! On some levels, a triple gap bonus might even be possible!
If you can finish a level really quickly, you may qualify for an Ace Time bonus! On the level up screen you'll see your time and the Ace Time. You'll get bonus points for every second by which you beat Ace Time. Press the 't' key to see how much time remains to get the Ace Time bonus.
After you complete a level, you are taken to a level up screen. This screen shows information about the level you just played. This information includes the level name, the level number, your max Combo, your max Chain, your gap shots, your fruit, the level's Ace Time, your level completion time, your Ace Time bonus, your perfect level bonus (awarded if you beat the level on the first try), your total points earned on the level and your total points overall.
After you complete the fifth level of each stage you will receive a postcard checkpoint. If you lose all your lives, you can restart the game at this point.
After every ten levels you will face a fierce boss monster. Typically boss monsters are protected by lines of balls; your task will be to discover how to pierce those lines of defense and damage the bosses. Bosses have heart meters; each heart represents an amount of the boss's health. When all the hearts are gone, the boss is defeated.
The bosses are:
Bosses typically have specific weaknesses. If you are having trouble defeating a particular boss, the placard that appears before you face him and his dialog bubbles often contain hints on how to beat him.
If the balls get to the skull, you lose the boss battle. However, losing a boss battle does not cost a life; you may continue to fight him again and again without penalty. In partial compensation for this, you earn no points during boss battles.
Boss battles function as checkpoints. If, after defeating a boss, you lose all your lives but have not gotten to the fifth level following, you may continue your game at the first level after the boss.
The Map Screen shows your progress over the entire island. Each time you defeat a boss you go to the Map Screen, which reveals the next section of the island.
Adventure mode is the primary mode of Zuma's Revenge! It comprises six stages of ten levels each along with six boss battles.
The stages are:
Defeat the curves and the bosses to uncover the mystery of Adventure Mode!
Challenge mode is a blitz-style mode that allows you to play each level in a frenzied three-minute burst. Challenge mode stages are unlocked after you complete the tenth level of each stage in Adventure mode.
There are seven Challenge mode stages. They are:
Challenge mode levels last for three minutes and get gradually more difficult as they go along.
The big difference between Challenge mode play and Adventure mode play is that you fill up a Bonus meter rather than a Zuma meter. Every time the Bonus meter is filled, one of the balls on the curve is transformed into a Multiplier ball, a shimmering orb of energy.
Match Multiplier balls to increase your score multiplier. Your multiplier only lasts for a little while, but you can add more time by matching more Multiplier balls. Your overall multiplier level doesn't go down; even if your multiplier runs out, getting another Multiplier ball will recharge your multiplier time and add another multiplier level.
To complete a challenge, beat the Challenge Score for the level. Each level also has an Ace Score; beat the Ace Score to win an Ace trophy for the level. For each unlocked stage of Challenge mode, the first two levels are unlocked. Each level you beat unlocks two more levels within the stage.
Complete or ace all the levels in a stage to win a fancy Challenge hat!
Heroic Frog mode is unlocked once you complete Adventure mode, and it is essentially a hard version of Adventure mode. The levels and stages are the same as Adventure mode, but all six ball colors are present from the start. The ball curve also moves faster and more insistently than in Adventure mode. If regular Adventure mode didn't challenge your Zuma skills enough, take a swing at Heroic Frog mode!
Iron Frog mode is unlocked once you complete Adventure mode. It is a gauntlet of ten special difficult levels, accessed by clicking on the Iron Frog on the Main Menu. You only get one life; in order to complete Iron Frog mode you must beat all ten levels in a row. It's the ultimate test of your Zumaic ability!
The Tiki Temple lists your accomplishments in the various game modes.
For Adventure mode and Heroic Frog mode, the Tiki Temple lists the highest level reached, the best time, the best score, the number of levels aced, the number of deaths, the number of perfect levels, the number of clear curve bonuses, the deadliest boss, the deadliest curve and the total time played.
For Challenge mode, the Tiki Temple lists highest score, ace scores achieved, challenge scores achieved, challenge cups earned, ace cups earned, highest multiplier bonus, favorite curve and the total time played.
For Iron Frog mode, the Tiki Temple lists the number of attempts, the number of victories, the best time, the best score, the highest level reached, the greatest nemesis and the total time played.
In addition to these, the Tiki Temple also lists the longest chain, the largest combo, the largest gap score, the number of gap shots, the number of double gap shots, the number of triple gap shots, the number of fruits collected, the number of bombs detonated, the number of lasers landed, the number of lightnings unleashed, the number of tri-shots tripped, the number of balls swapped, the number of balls fired, the favorite powerup, the number of combo bonus points, the number of chain bonus points, the number of gap bonus points, the number of powerup points, the total time played, the number of fruits bombed, the number of balls discarded and the number deaths after getting Zuma.
Exploded balls are worth 10 points each.
A combo is initiated when multiple explosions are triggered with one shot. The first explosion is scored normally. The second gives a bonus of 100 points, the third 200, the fourth 300, and so on.
A chain is created when at least five subsequent shots generate five subsequent explosions. At the 5th explosion a bonus of 100 points is awarded. The bonus for every subsequent explosion is calculated by taking the previous bonus and adding 10 points. So the bonus for the fifth explosion would be 100, the 6th would be 110, the 7th would be 120, and so on.
If a gap is created along the curve, a ball can be fired through the gap to cause an explosion on the other side. The bonus ranges from 10 to 500 points. A large gap is worth 10 points, while something closer to the size of the ball is worth 500. If multiple gaps are cleared in a single shot, the best of the bonuses is multiplied by the number of gaps to figure the scoring bonus.
Another way to score points is by shooting fruit that appear in certain areas along the curve. If a fruit is shot, a bonus of 1/6th the level's target score (rounded down to the nearest hundred) is gained. The lowest possible fruit value is 500 points regardless of the target score. The target score is equal to the number of points needed to fill the Zuma meter.
A bonus is given based on the distance from the last destroyed ball to the entrance of the skull's mouth. An award of 100 points per 60 pixels is given.
You get an extra life every 50,000 points in Adventure and every 75,000 points in Heroic.
In Challenge mode, ball points, combo bonuses, chain bonuses, gap bonuses and fruit bonuses are multiplied by the current multiplier. There are no Ace Time bonuses or end level bonuses.
Triggering a multiplier has a base value of 1000 points, multiplied by the previous multiplier (i.e. a multiplier that pushes the multiplier level from 2x to 3x awards 2000 points).
The Multiplier Bonus is awarded at the end of the level. Your highest multiplier level is converted into a percentage, then that percentage is applied to your level score and added to the score.
The strategy that should be employed when first playing Zuma is the slow and steady approach. The keys to being successful at the game are accuracy and efficiency. The game starts out slow and forgiving, so take time to fire intelligently. Watch what happens each time a group of balls is destroyed. Knowing the basic principles and physics of the game are just as important as accuracy.
The frog houses two balls at a time. The ball in his mouth is the ball "in the chamber." The color on the top of his head represents the color of the ball that is "on deck." The two can be switched at any time by clicking on the right mouse button. Use this to your advantage at times when the second color would be more useful.
Each level has a target score represented by the orange progress bar at the top of the screen. When the orange bar is filled, "Zuma" is achieved. The state of "Zuma" means that the balls will slow down and roll backward temporarily. Use this time wisely to assess the situation and ready the best strategy, like setting up combos to clear the balls quickly.
As the game gets harder, it's important to remember which scoring tactics are the most rewarding and efficient. Shooting fruit is always the best way to get points. It takes the least amount of time and has the highest yield. There is a trick to shooting fruit, as they always lie behind balls on the curve. It's safe to say that a fruit positioned behind two lines on the curve isn't worth working on. Opportunities to hit these fruit usually present themselves rather randomly. However, a fruit behind only one line of balls is easy to hit with a double tapping technique. If a group of like-colored balls is directly between the frog and the fruit, fire a ball of the same color directly at the fruit. Follow up quickly with a second ball (of any color) and it should hit the fruit. Double tapping the mouse button should fire quickly enough to avoid hitting any balls that might potentially be sucked back.
That being said, balls of a like color attract. If a group of balls explodes, the remaining balls on either end of the explosion will draw toward each other if they are the same color. This principle is used in making combos. If those two remaining balls draw together and another group of three or more is formed, it will explode, creating a combo. Two or more explosions generated by a single shot are considered a combo. With each explosion, the bonus becomes greater and greater. While the point total is very good, it's not very practical to spend a lot of time setting up combos slowly. As you play the game, it might become second nature to create these combos while doing other things. This is one of the most efficient ways of scoring.
Another bonus is the chain bonus. If five or more subsequent shots each generate an explosion, this is considered a chain. Starting with the fifth, a bonus is added for each subsequent explosion. This is the easiest way to generate bonuses, but it also has the weakest point pay-off. The best time to employ this method is on the levels with a double curve. There are two independent curves with their own ball clusters and, generally, there is much more curve exposed, so there is a better possibility of keeping the chain alive.
The final bonus is the gap bonus. This bonus is achieved when shooting through a gap in the balls to cause an explosion. The smaller the gap, the higher the bonus. The best way to employ this is using the double tap method discussed above. Firing to create an explosion on the closest part of the curve and then firing quickly at the balls behind the gap you just created is the best way to get points. If the second shot creates an explosion, the bonus can be quite large as long as the gap is small. Watch for opportunities behind two (or more) gaps. They don't come around often, but the point yield is such that you won't want to miss it.
The single most important reason to collect as many points as possible is obtaining extra lives. An extra life is earned at 50,000 points in Adventure and 75,000 points in Heroic. A good way to gather points is with speed. The faster you clear a level, the better chance you have of receiving a bonus. Each level has a pre-determined "Ace" time. Beating this time can bring in a bonus as high as 25,000 points. The best way to finish quickly is to garner as many points as possible as quickly as possible. Usually a combination of shooting fruit, gaps, and chains is the best method. If the board is a double curve, take the chain bonus as far as possible while hitting any fruit you can, while also paying attention to any gaps you create.
Zuma's Revenge! was created by PopCap Games, Inc.
|Creative Director:||Jason Kapalka|
|Art Director:||Rick Schmitz|
|Level Design:||Scott Lantz|
|Additional Levels:||Michael Racioppi|
|Additional Programming:||Brian Fiete|
|Sound Effects:||Jason Kapalka|
Somatone Interactive Studio
|Original Zuma Programming:||Brian "Ace" Rothstein|
|PopCap Framework:||Brian Fiete|
|QA Lead:||Chad Zoellner|
|QA Testers:||Shawn Conard|
|Release Management:||Rocky Fry|
L. Ron Powers
|The PopCap Beta Testers:||
Thanks to all our beta testers and players on PopCap.com for their valuable feedback!
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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