How to play
There are 2 gameplay modes:
- Sequential - Where the player starts at the chosen level and plays until all lives are lost.
- In this mode, you can unlock new levels
- If you beat the reference time for a level, you get 50 pts for every second
- Every 20000 pts gives you a new life
- If played all the way through (starting from the first level), an extra 5000 pts for every remaining life will be awarded
- Survival - Lets you play a single level with increasing speed and number of different balls.
- Some bonuses (like reverse and bomb) are excluded
- A new ball colour is added every two minutes
There are currently 2 level sets:
- Professional - including all the levels and pretty demanding gameplay
- Easy - a subset of levels with modifications such as:
- More bonuses
- Bigger balls
- Slower movement
- Some levels use kids mode (laser always on, bombs and reverses can occur more than once)
How levels work
All levels are listed in level sets. Currently, there are 2 of them:
line 1: Name of set line 2: thumbnail image (for every level) level_line 1: Name of level level_line 2: coordinates - lvl file background - png or jpg overlay - png (if not used, just add a comma) thumbnail music - optional - if not given a random music will play level_line 3: *start feedrate - feed rate at the start of level *end feedrate - feed rate at the end *balls to draw - how many balls in total will be drawn *balls from start - how many balls will quickly fill the path to start with colours - how many different ball colours there will be (2 - 16) time - time to beat to get time bonus (in seconds) bonus_frequency - the higher, the more bonuses will be drawn (1-100) -1 : use game default (which is 5 at the moment) kids mode - (0/1) if set to 1: - the laser will always be on - bomb and reverse bonuses will draw more than once *ball size - 1.0 is standard, 2.0 is twice as big mirror x - (0/1) mirror level horizontally mirror y - (0/1) mirror level vertically last line: - * - these entries can have semicolon separated values for different pathsExample consisting of two levels:
Example set level1_thumb.jpg Messy Bedroom level12.lvl, level12.jpg, level12_overlay.png,level12_thumb.jpg 1.5,2.5,120,10,5,300,10,0,1.0,1,1 Zatlantiz level1.lvl, level1.jpg, ,level1_thumb.jpg 2,3,120,40,4,180,10,1,1.3,1,0 -
The game has a built-in (nightmarish) editor which can be invoked with arguments -e level_name. It will try to open whatever it finds of:
- level_name.jpg - if no level_name.png is found
Remember to use power of two image sizes as they will be loaded as textures.
User data directory
If you create a directory called data in the users zaz directory, all files found there will be used together with files installed on your system. In case of name clash, user files will override the installed files. On unix-ish platforms the path to this directory will be:
~/.zaz/dataOn windows-ish :) platforms, it depends on your version. There will be a .zaz folder in your application data.