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Many KC activities require a human administrator to verify that the activity was completed properly, requiring players to return later to see if they got their points. This requires them to come back later to play.
![zuma blitz levels zuma blitz levels](https://upload.wikimedia.org/wikipedia/en/a/ab/Zumacover.jpg)
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Players cannot play ZB continuously due to the lives and regen timer.Surprisingly, Zuma Blitz (ZB from here on) has several parallels with the Kukui Cup (KC from here on). Higher levels award the player more lives and reduce the length of the regeneration timer. This prevents the user from playing more than a certain number of games in a row, as the lives have to regenerate. These lives regenerate based on real world time (starting at 8 minutes). When starting Zuma Blitz, the player is given 5 lives, and each 1 minute game takes one life. For impatient players, idols can be purchased using Facebook credits (bought using real currency), this is presumably one revenue stream for Zuma Blitz. Zuma Blitz also has idols that are awarded for reaching an XP level, and the idols can be used to buy things in the store (extra lives, mojo, etc). Since XP is awarded after each game, no matter how low the score, less skilled but persistent players can improve their scores by achieving higher levels. See this list of levels for more details). Upon reaching a level, something new is awarded to the player (a new power, a new spirit animal, etc.
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Powers generally cost more mojo than the player can earn each game, so powers must be used sparingly.Īs XP is earned the player reaches different levels. Mojo can be used by the player to buy powers that can be used to make game play easier, but the cost is recurring for each game they are used in. Mojo and experience points (abbreviated XP) are accumulated at the end of each level, based on how many balls were matched (which is different but correlated with the score achieved on a game). This provides a little additional interest for the player, and also shows a historical record of the player’s scores. A histogram of scores (in 50K increments) is recorded, with each bin associated with a different “spirit animal”, and as additional scores are accumulated in each bin, the player achieves different “levels” of spirit animal. Score is recorded for each game played, and the highest score for each player for each weekly tournament is displayed in-between games. The game records 3 different values for each player: score, mojo, and experience points. There is no time for strategy, balls must be fired very quickly for good scores. This might sound very complicated, but after about 20 seconds of game play you will see how it works.Įach game lasts for 1 minute, so game play is highly frenetic. Matching these balls affects game play in some positive way. In addition to the normal balls, there are special balls such as multiplier balls, time balls, etc. When the frog fires a ball at the balls on the tracks, if a match of 3 balls in a row of the same color is made, those balls are removed from the board. The balls follow the tracks, and if the balls reach the end of each track, then the game is over. The game board has tracks on it, and balls of 4 colors are released onto the board at varying rates. You can rotate the frog in any direction, and clicking the left mouse button causes it to fire a ball of a particular color (chosen randomly). Zuma Blitz involves a frog that you control in the center of a game board. While playing, I have been thinking (occasionally) about what we can learn from “normal” games like Zuma Blitz. Zuma Blitz is a Flash game from Popcap, makers of many popular Flash games, including the original Zuma. I’ve been playing a fair amount of Zuma Blitz on Facebook.