What I Learnt From A Stone Frog Spitting Coloured Marbles
February 12th, 2009
In the month before I left for China (last August) I found myself obsessed with one of the greatest games in the world; Zuma (watch the video, it articulates the game better than I ever could). My brother had bought this off Steam previously and I was keen to give it a go before even daring to attempt playing some of the more “macho” PC titles on offer. “Give it a go” soon turned into an all-day-everyday marathon during the days before I left. Unfortunately, my save data was lost in the transition across and I couldn’t take the game with me overseas. Just the other day though I happily began replaying my beloved Zuma and was already up the final series of levels on my first play.
Having beaten most of the game in a single sitting, I returned later to finish it off, continuing at the punishingly difficult final chapter of the game. Three hours went by with little progress except two slight observations that had formed in my subconscious while spitting coloured marbles. The first was that the more I played Zuma, the more bitter it tasted. The game had me caught in a routine of continual failure and was lavishing in the moment.

The second observation is a little more fleshed out. Each time the train of marbles had crept dangerously close to the hole at the end of the trail I immediately felt reluctant to continue adding to chain in fear that I would push it too far forwards and have to painfully restart. I guess this is a natural hesitation. As I soon realized though, you effectively have no choice. The only way in which you can shorten and eventually remove the chain is to continually add to it as quickly as possible. The more marbles you match, the more disappear, the shorter the chain. The dreaded squeeze near the end, accompanied by the you-are-about-to-die music is inevitable in these later levels, so you either learn to fire faster or simply lose. And you add in order to take from start to end, even when the stream slows, you still need to remove any remaining marbles before momentum sends them on their roll to the centre hole. Having become reacquainted with this methodology another two ideas sprouted out from my original observation.
The first being how the mechanics of Zuma are actually metaphoric of the expression “you’ve got to spend money to make money”. As Zuma would have it, a failure to spend money, a failure to fire marbles will result in no success. On the otherhand, firing more marbles results in completion.
The other idea that came to mind is like many games with hardened difficulty levels, at such an intensity Zuma begins to re-structuralize the way it teaches you. The difficulty forces you to re-analyze and reconsider your previous way of playing the game. There is a eureka moment where after multiple failed attempts and slight re-evaluations each time, you click and suddenly see the game in another light, putting new techniques into play.
As Iroquois Pliskin points out in his blog post How it is that Games Teach you Things “most games face the task of making their underlying logics apparent to the player.”. This example can be broken down metaphorically into primary and high school education (combined) and tertiary education. Primary and high school education are presented to the player in Zuma’s introduction screen. By increasing the difficulty, sub-techniques – ie. coming to the conclusion that the more marbles you fire the better – are slowly realized, drawing the player closer to the rules of the gameworld. The various sub-techniques are not so much taught but researched and extracted likening itself to tertiary education.
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6 Comments
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Reading this post has actually piqued my interest in the game, as it sounds like a cross between Hexic HD (matching colours) and, strangely enough, Geometry Wars (for re-teaching you as you go along, without you realising it).
Both are some of my favourite titles from the Xbox Live Arcade and if I am not mistaken, Zuma is also available on the service. Guess I’ll be giving it a try tomorrow night then so thank you for the post and making me aware of the game.
Comment by Steven O'Dell on Thursday, February 12th 2009 -
I used to play this game years ago – among many others that instill a feeling of revelation when you realise your current approach to the game just isn’t going to work properly (my mum loved the game too) – and have always been a firm believer that games have a powerful ability to help develop many important skills. I have some reasonable doubt that my dexterity, quick-thinking, and problem-solving abilities would be near as developed as they are today without games like this one, and, indeed, basically every game I’ve played in my life.
Comment by Timothy Tregeagle on Thursday, February 12th 2009 -
@Steven No worries, Zuma is fine tuned addiction, I’m sure you’ll love it. It’s on XBLA, Steam and a standard PC release. I can’t imagine using anything but a mouse to play. I have a 360 pad so I ought to give it a shot sometime.
@Timothy My brother tried to get my Mum into Zuma too, worked a little but not completely. A friend’s Dad is also hooked onto the PopCap games too, so we talk Zuma sometimes. It’s funny to see the game’s outreach.
Comment by Daniel on Friday, February 13th 2009 -
[...] already fried enough grey matter with the seductive strangle of Zuma’s colour crunching excellence, I figured that I’d take a more traditional route of gaming education and try out another one [...]
Pingback by Hardcore Gamers Blog » Blog Archive » Bookworm Adventures Deluxe – Linguistic Observations on Monday, April 6th 2009 -
[...] or SSX, squeezing style out of every nuance in the environment. It’s when the game hits the tertiary-like levels of difficulty that Unirally really comes into it’s own. The intensity of the tougher races demand [...]
Pingback by Hardcore Gamers Blog » Blog Archive » Play Impressions (And the Rest #3) on Sunday, April 26th 2009 -
[...] then I removed a few. To date I’ve completed Quake, Portal, Half-life (series), a couple of PopCap Games and Return to Castle Wolfenstein, which is decidedly less impressive to list than I originally [...]
Pingback by Hardcore Gamers Blog » Blog Archive » What Has Become Less Relevant (Return to Castle Wolfenstein) on Sunday, August 16th 2009
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