Adventure Mode
This mode is ideal for players new to Zuma. You must battle through multiple
temples to find the secrets of the Zuma! Each temple contains three stages, and
each stage has several levels.
When you complete an entire stage, your progress in the game will be saved.
Next time you play, you can skip to the next stage you were working on. You can
still go back and play earlier stages by clicking on the respective gateways in
the Adventure screen.
When you start a level for the first time, it will be unlocked so you can play
it in Gauntlet mode later.
You'll get a surprise when you complete each temple. Can you discover the final
secret?
Gauntlet Mode
This mode is for more experienced Zuma players. To play levels in Gauntlet you
must first unlock them in Adventure mode. Your challenge is to work your way up
the ranks from Rabbit to Sun God, earning a Sun Gem for each temple.
RANDOM:
When you have the Random map selected, you will progress through a series of
levels chosen randomly from maps you've unlocked. Difficulty will increase with
each new map. Random mode can be accessed by cycling through all the maps with
the two arrow buttons.
SPECIFIC:
Use the Back and Next buttons at the bottom of the screen to select a specific
temple to play. This is good for practicing. The longer you survive, the higher
your rank will rise, until you earn a Sun Gem for the map.
PRACTICE:
If you enable Practice mode, you will play the selected level over and over,
just as in Adventure mode. This way, you can try to improve your performance on
specific levels.
SURVIVAL:
In this mode, you'll have a non-stop stream of balls rolling onscreen, faster
and faster, until you ultimately perish.
Scoring
You get an extra life every 50,000 points.
Exploded balls are scored at 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, etc.
A chain is created when at least 5 subsequent shots generate 5 subsequent
explosions. At the 5th explosion a bonus of 100 points is awarded. The bonus
for every subsequent explosion will be calculated by adding 10 to the previous
bonus; the bonus for the 6th explosion would be 110, 7th would be 120, etc.Balls can be fired through gaps created along the curve to cause explosions 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 (250 in
Survival mode). 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.
You can score points by shooting coins that appear in certain areas along the
curve. If a coin is shot, a bonus of 1/6th the level's target score (rounded
down to the nearest hundred) will be gained. In Adventure or Practice mode, the
lowest possible coin value is 500 points regardless of the target score. But in
Survival mode, the lowest possible value is 200 points. The target score is
equal to the number of points needed to fill the Zuma meter.
Two additional bonuses are scored at the end of each level. A bonus will be
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.
A second bonus is awarded for speed. The player's time to clear the level is
pitted against a unique and static Ace Time. If your time is equal to or lower
than the Ace Time, an award of 100 points is awarded. If the Ace Time is beaten
(not tied) the difference, measured as a percentage between the two times, is
multiplied by 25,000 and awarded in addition to the initial 100 points. If the
time was not beaten, no bonus is awarded. |