![]() ![]() The game's stages are incrementally more challenging, and always in novel ways. These are very rewarding and have the potential to become as iconic as the "clear" noises in Tetris. When you manage a chain combo, a different sound plays for each successive group cleared. Forethought is therefore a big part of this game. When your combos create space between like-colored balls, their magnetic property will prompt them to snap together, sending the entire line hurtling backward and buying you some extra time. By pressing the OK button, you can launch these balls toward the oncoming spiral, setting up chain combos, Puyo Puyo style. The frog launches balls from his mouth, the color of which can sometimes be switched. ![]() Using the navigation pad, you control a frog, placed in the center of the temple. The game ends when the balls reach the Sun God and he gobbles them all up. Your goal is to create groups of three or more of these balls, thereby causing them to vanish. A series of globules, magnetized according to color, advance toward these idols. Zuma is set in Amazonian temples, which have one or more Inca Sun God idols at their centers. On mobile, Zuma retains all the challenge and addictiveness that has made it one of PopCap's most popular games. Sorrent has done an excellent job adapting the game for handsets, such that you'll hardly miss your mouse. Sorrent has optioned and ported Zuma, a game that could be described as Bust-A-Move with spirals. Mobile gaming's brief history has proven that PopCap Games-the purveyor of those infamously addicting Flash games-is an excellent source of viable wireless game concepts. ![]()
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