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Zuma's Revenge! (Xbox 360)

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This page details one or more prototype versions of Zuma's Revenge! (Xbox 360).

To do:
Actual differences. Can you get the debug console working on it?

This prototype is documented on Hidden Palace.

A prototype XBLA build dated April 10, 2012, just over a month before release, was released in the Alpha Archive.

Differences#

General#

  • Debug features are present.
    • It bundles a detailed configuration file named ConfigValues.xml, allowing multiple values to be set on bootup.

Audio#

  • The second warning SFX is the exact same as the first game.
  • The bomb powerup SFX is different.
  • The unlocked modes SFX is different.

Level Config#

Challenge Mode point requirements and ace times on some levels were changed from the prototype to the final release.

Level

Challenge Mode Point Req. (Proto)

Challenge Mode Point Req. (Final)

Ace Time (Proto)

Ace Time (Final)

Jungle 1

60000

40000

3500

6000

Jungle 2

65000

60000

3500

6000

Jungle 3

75000

70000

4000

7500

Jungle 4

75000

80000

3500

6500

Jungle 5

75000

85000

4000

9000

Jungle 6

80000

90000

4500

6500

Jungle 7

80000

100000

4500

8500

Jungle 8

80000

95000

4000

7500

Jungle 9

80000

150000

6500

8500

Jungle 10

90000

140000

4500

7500

Volcano 3

230000

355000

13000

9500

Volcano 4

205000

345000

12000

10000

Volcano 5

180000

350000

12000

10500

Volcano 6

235000

380000

13000

9000

Volcano 7

255000

360000

12000

10000

Volcano 8

250000

365000

13500

8500

Volcano 9

265000

355000

13000

9000

Volcano 10

275000

425000

13500

8000

Additionally, ace times on parts of the sixth boss were also altered between the prototype and the final build.

Boss

Ace Time (Proto)

Ace Time (Final)

Boss 6, part 1

8000

9000

Boss 6, part 3

10000

10500

Textures#

  • The skull middle texture has stray pixels and doesn't have the covering layer.

To do:
Confirm.

  • The stonehead boss is missing its eye and face textures.
  • The icons for levels in Iron Frog have improper alpha texturing.
  • The enemy frog textures are not split.
  • The main menu texture is larger, though there are stray pixels on top.
  • The monkey's eye textures are gray instead of red.
  • The spirit animal totem doesn't have a shadow overlay overtop.
  • The weekly challenge leaderboard frame has improper alpha texturing.
  • The weekly challenge level texture only has lines on the top of the image.
  • The scorebar texture is slightly smaller in width.
  • The scorebar roller texture has 7 green points.
  • The final boss' first chute has less wider alpha texturing.
  • The final boss' third chute of part 3 has more usage of alpha texturing.
  • The final boss' first, second, and third chutes of part 5 are slightly bigger and slightly zoomed out.
  • Ancient Cistern's background has stray pixels.
  • Empty Cistern's 7th chute is smaller and inverted.
  • Stagnant Ponds' 3rd chute is smaller.
  • Shark Den's 2nd chute has a curve over it.
  • Bones of an Idol's 2nd chute is not expanded and has a bit of white lighting.
  • Sand Trap's 2nd chute is smaller and zoomed in.
  • An earlier version of the map zoom image is present.

Debugging Material#

Configuration Values#

For info on values not listed below, see here.

  • DebugText: Draws a debug display on the top left corner.

0: Disable
1: Mutliplier ball spawning info
2: Spirit animal info
3: Target/highlighted ball info

  • DisplaySafeZone: Displays safe zones overtop the game render.
  • AutoMonkeyMode: Toggles the use of the Auto Monkey, an internal autoplay tool.

0: Disable
1: Plays through the main game (Adventure)
2: Plays through Iron Frog
3: Plays through the weekly challenge
4: Plays through boss rush mode
5: Plays through every mode

Inputs#

To do:
Double check if there's more.

  • LStick: Heavily slows down balls.
  • RStick: Increases the speed cap of balls.

Disabled Anti-Piracy#

There's an entry in the config file called RequireSecretCode which is set to false. If it's enabled, it locks out the title screen unless a 6-digit "secret code" using A, B, X, Y, and LT+RT is entered. Given by the note in the configuration file, this would have probably been used to prevent the game from being playable by random developers on PartnerNet outside of PopCap.