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============================================ Zuma Deluxe Copyright 2003-2004 PopCap Games, Inc. Presented by GameHouse, Inc.

. ============================================ Registration -----------Upon completion of your purchase of Zuma Deluxe, you will receive a license name and license code. Enter this information into the registration dialog, and then click on "Enter License Information." This game can be registered by clicking on the "Buy Now" button on the trial dialog, or by visiting the GameHouse Store at: http://www.gamehouse.com/store/ About GameHouse --------------GameHouse, Inc. develops many games for the Internet, Windows, Macintosh and other platforms such as Palm OS. To view the full complement of games available and play free games online, visit: http://www.gamehouse.com/ System Requirements ------------------Windows 98/ME/2000/XP 350Mhz or faster Processor 128MB RAM 16-bit Graphics Support & Sound Card DirectX 7.0 or better

Troubleshooting --------------DIRECTX: Zuma requires you to have DirectX 7 drivers or later installed. You can get the latest version of DirectX from: http://www.microsoft.com/directx/ SCREEN COLOR DEPTH: Zuma requires you to be running in 16-bit color depth or better. The game may not function in windowed mode properly in 256 colors. If you are running in 256 colors, the game will try to switch to full screen mode. In addition, the game may run slowly in windowed mode in 32-bit color. If this occurs, switch to full screen mode, or change your color depth to 16 bits. BUG REPORTING: If you should encounter any problems with Zuma, please contact PopCap technical support at http://www.popcap.com/support and provide as much information as you can about your configuration (computer manufacturer, operating system, etc.). If for some reason Zuma crashes, it will try to capture any pertinent data and

give you instructions on how to send that data directly to PopCap. This is very helpful for tracking down glitches! Gameplay Instructions --------------------INTRODUCTION: Can you discover the ancient secrets of the Zuma? Their hidden temples in the jungle teem with traps and tricks! It will take a quick hand and a sharp eye to uncover their treasures. Zuma Deluxe is an action puzzle game with two main modes. If you are new to Zuma, you should start with the Adventure mode and move on to Gauntlet once you are experienced with the game. CREATE YOUR PROFILE: When you first launch Zuma, you will be asked for your name. Your progress and high scores will be saved when you quit. If there are several people playing on one computer, you will want to create separate profiles for each. To create separate profiles, click on the link at the top of the screen that reads, "If this is not you, click here." A dialog will appear so you can create another identity, or select another one already created. GAME SELECTION: You can choose either Adventure or Gauntlet mode. Adventure mode is good for new players. You will explore a series of temples in search of the treasure of the Zuma. Each temple is divided into three stages, and each stage contains several levels. When a level is described with two numbers, such as Level 2-1, that means it's the first level of the second stage. Gauntlet is good for experienced players. As you complete levels in Adventure mode, they will be unlocked in Gauntlet mode. You can then play an endless game on any of them, or on a random succession of levels - try to earn higher ranks and the fabled Sun Gem. OPTIONS: The Options are accessible from the first game selection screen, or by clicking the Menu button while playing the game. They include: * Music Volume and Sound Effects: You can adjust these sliders separately to fit your personal preferences. * Fullscreen: If this is checked, Zuma will expand to fill as much of your screen as your video card and monitor will allow, which is typically the entire screen. If it's not checked, Zuma will be played in a window. * Custom Cursors: If this box is checked, you will see special custom Zuma cursors in the game rather than Windows standard cursors. If you have a special theme installed that changes your Windows cursors, you may need to activate this option to see the cursor properly in the game. * 3-D Hardware Acceleration: This box can be checked to improve performance for computers with supported video cards.

* Help: This will show you an instructions screen on how to play Zuma. How To Play ----------CONTROLS: Point your mouse cursor somewhere on the screen and left-click, and the stone frog will fire the ball in its mouth towards the cursor. Right-click your mouse to switch the ball in the frog s mouth with the ball color shown in the gem on the back of the frog. To quit the game or change your options, click the Menu button in the top right. OBJECTIVE: The object of Zuma is to eliminate all the balls rolling onscreen before they reach the skull. When a ball reaches the skull, you will lose one of your lives, and when all your lives are gone, it s game over! So how do you eliminate balls? Easy! When there is a group of 3 or more balls of the same color touching they explode! Practice your aim to make sets quickly and efficiently! ZUMA METER: On the top bar is a small orange meter that will fill as you destroy balls. When you completely fill this meter, you will hear a voice cry, Zuma! and all the balls will roll backwards for a moment. No new balls will enter play after this, so you just have to clean up the remaining balls to finish the level. POWERUP BALLS: You will be aided in your task by Powerup Balls that appear occasionally. These will turn back into normal balls after a while if they're not used, so learn to recognize the different types! All Powerup Balls can be triggered by detonating them as part of a set. * Slowdown: All the balls will slow down. * Explosion: Causes a huge blast, destroying all balls in its radius. * Reverse: Cause all the balls to move backwards for a moment. * Accuracy: Gives your frog an aiming beam and increased firing speed. Makes it much easier to get the balls where you want them to go. COINS: From time to time you will see a golden Zuma coin appear. Shoot these with a ball to score big bonus points! If you hit more than one coin on a single level, you ll get even more! COMBOS: You can make cause two or the balls on into a third CHAINS: tons of extra points by scoring combos. A combo occurs when you more explosions by firing one ball. That is, one explosion causes either side to slide together and detonate, perhaps chain-reacting explosion, and so on.

You can get a chain bonus by completing 5 or more sets in a row. That is, each ball you fire must cause a detonation. If you can cause six or more detonations in a row, you ll score big, big points! GAPS: If you can fire a ball through a gap in the balls so that it goes through and creates a set on the other side, you will receive a gap bonus! If you can do it through two gaps you'll get the rare double gap bonus! On some levels, a triple gap bonus might even be possible! ACE TIME: Finish a level really quickly and you may qualify for an Ace Time bonus! On the level-up screen you will see your time and the Ace Time. Bonus points are awarded for every second by which you beat Ace Time. Press 'T' while playing to see at the bottom right corner how much time remains to get the Ace Time bonus. 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 levels chosen each new map. the two arrow 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: the Random map selected, you will progress through a series of randomly from maps you've unlocked. Difficulty will increase with Random mode can be accessed by cycling through all the maps with buttons.

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. Gameplay Tips ------------The strategy that should be employed when first playing Zuma is the slow and steady approach. The keys to being successful Zuma are accuracy and efficiency. The game starts out slow and forgiving, so take time to fire intelligently. Watch what happens each time a group of balls is destroyed. Knowing the basic principles and physics of the game are just as important as accuracy.

The frog houses two balls at a time. The ball in his mouth is the ball "in the chamber." The color on top of his head represents the color of the ball that is "on deck." The two can be switched at any time by clicking on the right mouse button. Use this to your advantage when the second color would be more useful. Each level has a target score represented by the orange bar at the top of the screen. When the orange bar is filled (it will turn green), "Zuma" is achieved. This state means that the balls will slow and roll backward temporarily if they are further than 50 percent along the curve. Try to use this time wisely to assess the situation and ready the best strategy, like setting up combos to clear the balls quickly. As the game gets harder, it's important to remember which scoring tactics are the most rewarding and efficient. Shooting coins is always the best way to get points. It takes the least amount of time and has the highest yield. There is a trick to shooting coins, as they always lie behind balls on the curve. It's safe to say that a coin positioned behind two lines on the curve isn't worth working on. Opportunities to hit these coins usually present themselves rather randomly. However, a coin behind only one line of balls is easy to hit with a double tapping technique. If a group of like-colored balls is directly between the frog and the gem, fire a ball of the same color directly at the gem. Follow up quickly with a second ball (of any color) and it should hit the gem. Double tapping the mouse button should fire quickly enough to avoid hitting balls that might potentially be sucked back. That being said, balls of a like color attract. If a group of balls explodes, the remaining balls on either end of the explosion will draw toward each other if they are the same color. This principle is used in making combos. If those two remaining balls draw together and another group of three or more is formed, it will explode, creating a combo. Two or more explosions generated by a single shot are considered a combo. With each explosion, the bonus becomes greater and greater. While the point total is very good, it's not very practical to spend a lot of time setting up combos slowly. As you play the game, it might become second nature to create these combos while doing other things. This is one of the most efficient ways of scoring. Another bonus is the chain bonus. If five or more subsequent shots each generate an explosion, this is considered a chain. Starting with the fifth, a bonus is added for each subsequent explosion. This is the easiest way to get bonuses, but it also has the weakest point payoff. The best time to employ this method is on the levels with a double curve. There are two independent curves generated their own ball clusters and, generally, there is much more curve exposed, so there is a better possibility of keeping the chain alive. The final bonus is the gap bonus. This bonus is achieved when shooting through a gap in the balls to cause an explosion. The smaller the gap, the higher the bonus. The best way to employ this is using the double tap method discussed above. Firing to create an explosion on the closest part of the curve and then firing quickly at the balls behind the gap you just created is the best way to get good points. If the second shot creates an explosion, the bonus can be quite large as long as the gap is small. Watch for opportunities behind two (or more) gaps. They don't come around often, but the point yield is such that you won't want to miss it. The single most important reason to collect as many points as possible is obtaining extra lives. An extra life is earned at every 50,000 points. A good way to gather points is with speed. The faster you clear a level, the better chance you have of receiving a bonus. Each level has a pre-determined Ace Time. Beating this time can bring in a bonus as high as 25,000 points. The best way

to finish quickly is to garner as many points as possible as quickly as possible. Usually a combination of shooting gems, gaps and chains is the best method. If the board is a double curve, take the chain bonus as far as possible while hitting any gems you can, while also paying attention to gaps you create. Credits ------Zuma was created at PopCap Games: Game Design: Programming: Art: Sound: Music: Level Design: PopCap Framework: Biz Dev: QA: Jason Kapalka Brian "Ace" Rothstein Walter Wilson Stephane Brault Phillipe Charon Ben Lyon Brian Fiete Don Walters Eric Harman Brenna Flood Shawn Conard Chad Zoellner Jordin Baugh John Vechey Shanon Lyon

Special Thanks:

With additional contribution from GameHouse, Inc.: Derrick Morton Garrett Link Chance Warner Teagen Densmore Brandon Godfrey Chuck Little Kazunori Sasakura Jason Katsanis Software Use Limitations And Limited License -------------------------------------------GENERAL PRODUCT LICENSE: This Copy Of ZUMA DELUXE (The "Software") Is Intended Solely For Your Personal Non-Commercial Home Entertainment Use. You May Not Decompile, Reverse Engineer, Or Disassemble The Software, Except As Permitted By Law. PopCap Corporation And Its Licensors Retain All Right, Title And Interest In The Software Including All Intellectual Property Rights Embodied Therein And Derivatives Thereof. The Software, Including, Without Limitation, All Code, Data Structures, Characters, Images, Sounds, Text, Screens, Game Play, Derivative Works And All Other Elements Of The Software May Not Be Copied, Resold, Rented, Leased, Distributed (Electronically Or Otherwise), Used On A Pay-Per-Play, Coin-Op Or Other For-Charge Basis, Or For Any Commercial Purpose. Any Permissions Granted Herein Are Provided On A Temporary Basis And Can Be Withdrawn By PopCap Games, Inc At Any Time. All Rights Not Expressly Granted Are Reserved. ACCEPTANCE OF LICENSE TERMS:

By Acquiring And Retaining This Software, You Assent To The Terms And Restrictions Of This Limited License. If You Do Not Accept The Terms Of This Limited License, Do Not Install or Use This Software. Copyright Information --------------------Zuma Deluxe 2003-2004 PopCap Games, Inc. All Other Copyrights And Trademarks Are Property Of Their Respective Owners. All Rights Reserved. jpeglib: Portions of this software are based in part on the work of the Independent JPEG Group. ogglib: Copyright 2002 Xiph.org Foundation. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: - Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. - Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. - Neither the name of the Xiph.org Foundation nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE FOUNDATION OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. pnglib: Copyright 1998, 1999 Glenn Randers-Pehrson. zlib: Copyright 1995-1998 Jean-loup Gailly and Mark Adler.

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