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Zuma (video game)

From Alfawiki
PopCap Games
Company typePrivate
IndustryVideo games
Founded2000
FounderJason Kapalka
Headquarters
Seattle
,
United States
ProductsZuma, Bejeweled series, Feeding Frenzy 2
OwnerElectronic Arts (since 2011)
Websitepopcap.com

Zuma is a tile-matching puzzle game released in 2003, developed and published by PopCap Games. It was made available on various devices, including PDAs, mobile phones, and the iPod.

An upgraded version titled Zuma Deluxe was launched for Microsoft Windows and Mac OS X, as well as offered as downloadable content on Xbox Live Arcade for the Xbox 360 and on PlayStation Network for the PlayStation 3. Additionally, it is packaged with the retail edition of Bejeweled 3 alongside Feeding Frenzy 2.

In 2004, Zuma received the "Game of the Year" accolade from RealArcade.

Gameplay

The primary goal in Zuma involves destroying sequences of colored balls that roll along a path before they reach a yellow skull. Players shoot colored balls from a stone frog idol to create matches of three or more identical colors, causing them to explode and possibly trigger chain reactions. Players can hold two balls simultaneously and switch between them strategically.

If a ball reaches the skull, the player loses one life as the frog idol spins away. The balls keep advancing until a yellow bar fills up, which temporarily stops new balls from entering off-screen. Clearing all balls after this bar is full completes the level.

Bonuses are awarded for detonating balls through gaps (coins) and maintaining continuous explosion streaks (chains), both of which speed up bar progression. Time bonuses are granted for finishing levels within target times ranging from thirty seconds to four minutes.

Four types of power-ups appear inside balls and activate when exploded:

  • The backwards ball briefly pushes the chain backward.
  • The slow-down ball temporarily reduces chain speed.
  • The accuracy ball allows faster shots with an aiming arrow.
  • The explosion ball triggers a blast affecting nearby balls.

If power-ups are not used quickly, they revert to normal balls.

Adventure mode

Players begin each adventure with three lives (represented by frogs), earning extra lives every 50,000 points. Additional points come from shooting coins, causing multiple ball explosions with one shot, achieving chain bonuses, shooting through gaps, or completing levels within an "ace time."

Levels are organized into temples. The first temple consists of three stages, each containing five levels; the final level in each stage features two ball tracks instead of one. Early stages lack tunnels. Stages 1–3 use four colors: red, blue, green, and yellow. Stages 4–6 introduce purple, while from Stage 7 onward white is added, making six colors total. The second temple (Stages 4–6) includes six levels; the third temple (Stages 7–9) has seven levels. A hidden fourth temple (Stages 10–12) also contains seven longer levels requiring 5,000 points to fill the Zuma bar. These advanced stages feature balls appearing farther away and moving faster.

The game ends when all lives are lost, requiring players to restart at their last reached stage. Completing all twelve stages unlocks a final thirteenth stage called "Space," which is a single extended level demanding 10,000 points to fill the Zuma bar. This stage has fewer color groups and no visible ball path and cannot be accessed without finishing Stage 12. Successfully completing it concludes the game. Any remaining extra lives at game completion add 50,000 points each to the final score.

Gauntlet mode

The Zuma gauntlet mode offers players the opportunity to revisit any previously unlocked adventure stage for either skill refinement or survival challenges. In survival mode, both the diversity of ball colors and their velocity escalate gradually. The levels are categorized into four tiers: Rabbit, Eagle, Jaguar, and Sun God. Progression requires completing seven stages in practice mode or accumulating seven yellow bars in survival mode. Upon reaching the Sun God tier, balls travel at a steady pace near the skull, enabling infinite gameplay since there is no cap on stages or bars.

Plagiarism controversy

Mitchell Corporation, a Japanese game developer, has alleged that Zuma violates the intellectual property rights of their 1998 arcade title Puzz Loop, which was marketed as Ballistic internationally. Mitchell later reissued this concept in 2006 as the Nintendo DS game Magnetica. PopCap responded by clarifying that Zuma is not a direct copy; founder Jason Kapalka acknowledged that game cloning can be acceptable when it contributes positively to the original game design.

Reception

Zuma garnered generally positive critiques across multiple platforms, achieving notable ratings on PC, J2ME, and Xbox 360 versions. Critics highlighted its captivating gameplay and user-friendly design.

The editorial team at Computer Gaming World shortlisted Zuma for the 2003 "Puzzle Game of the Year" award, which ultimately was awarded to Bookworm. In 2004, Zuma Deluxe received a nomination for "Arcade Classic of the Year" but was surpassed by Sid Meier's Pirates!.

During the 7th Annual Interactive Achievement Awards, the Academy of Interactive Arts & Sciences nominated Zuma Deluxe for "Computer Downloadable Game of the Year" under their D.I.C.E. Awards category.

Legacy

Following the original release, a sequel titled Zuma's Revenge! debuted on September 15, 2009, for both Windows and Mac platforms. Later, on December 14, 2010, PopCap introduced Zuma Blitz on Facebook—marking its initial entry into competitive and cooperative social gaming within the Zuma series.

See also