(Classic) ZooZ

by Callet & Vidovic
TexturePacker ShowRoom (Classic) ZooZ TexturePacker ShowRoom (Classic) ZooZ TexturePacker ShowRoom (Classic) ZooZ


(Classic) ZooZ is the iOS port of ZooZ, a Bubble Bobble clone I first developped for the Sharp Zaurus SL-5500 organizer, back in 2002.

In this game, you have to rid the screen of all of its invaders.

In order to proceed, send the incoming item from the bottom upward by simply pointing the desired target or direction with your finger. You may make it bounce on the screen sides to reach some otherwise unreachable target.

When playing in EASY mode, you need to hit at least 2 similar items with a corresponding one to make them collapse, taking all the other attached ones down with them.

If you hit a bomb, it will explode, taking all of its neighbors with it.

If you hit a blocker, nothing will happen, except that you'll just have another attached item to get rid of to end the game.

If you don't hit enough similar items, the game's excitation will grow, as shown by the lower left indicator. When it will reach a given value, a new range of items will appear to the top.

If the item crowd reach the bottom of the screen, you lose.

Now, that was for the EASY mode...

When playing in NORMAL mode, you need to gather 4 similar items to get them to collapse. Even worse: when you hit a blocker, some radioactive fog will appear in order to bother you... The fog will last for around 10 seconds.

Right then, you think: you could just wait for the fog to disappear?

Not exactly: in NORMAL mode, your item gets automatically fired after 6 or 7 seconds, so you have to use your visual memory to fire these before they land in some possibly inconvenient place.

Now about the HARD mode.

It is HARD.

Whenever hitting a blocker, not only will you get some fog to bother you, but the blocker's direct neighbors will randomly change color. Ah... and the Auto-Fire delay is reduced by half: both of these particularities will force you to use your reflexes and capacities to readjust your strategy continually to eventually win (which might not occur frequently).

Because the game can be fairly to awfully hard, you might want to publish your score on its leaderboards. There are 18 of these, depending on which difficulty you chose (EASY, NORMAL or HARD), which item size (LARGE, MEDIUM, SMALL), and if you WON (best times) or LOST (best scores).

How did TexturePacker help you with your development?

I wanted to get all the sprites integrated in a single file. It delivered excellently.

What are your favorite TexturePacker features?

Drag'n drop, Cocos2D 2 compliant.

Any tips and tricks you want to share with the community?

It's not expensive enough to avoid, it will also save you load of time: win-win soft.

Legal notice: The content on this page was submitted by Mirko Vidovic - who is responsible for the text, images and links.