Peggle is really a casual puzzle gaming developed by Sukhbir Sidhu and Brian Rothstein of PopCap Games. Initially released for Microsoft Windows and Mac OS X systems in 2007, it has since had versions released for Xbox Live Arcade, PlayStation Network, the Nintendo ds lite (with the help of Q Entertainment), Windows Mobile, the iPod, the iPhone OS, Zeebo and Android; the sport has also been ported like a Java application, and an extended minigame integrated into the massively multiplayer video game World of Warcraft. A sequel was released in September 2008, titled Peggle Nights.
Inspired by pachinko, each degree of Peggle challenges the ball player to shoot a restricted supply of balls at a field of colored pegs to clear out specifically marked pegs while trying to acquire a high score through skilled shot planning. Special powers associated with a quantity of cartoon "Peggle Masters" could be activated to aid the ball player in this task. Peggle initially sold slowly but was boosted through the inclusion of the specially designed demonstration in Valve's The Orange Box, and it has since enjoyed 50 plus million downloads from the Internet. Both its release on Xbox Live Arcade and the iPhone OS have enjoyed similar success.
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Peggle Gameplay
Within the game's main "Adventure" mode, Peggle is split into fifty-five levels. Each level features an arrangement of approximately a hundred blue "pegs", positioned to correspond with the level's background picture, inside of three walls on top and sides (leaving the bottom opened), along with other fixed and moving features.The goal of each level would be to pay off the board from the twenty-five random pegs that are turned orange at the beginning of the amount, by using a ball launcher located at the very top center of the screen to strike one or more from the pegs. Pegs illuminate when hit, and once the ball either doesn't happen the foot of the screen or is caught through the ball catcher that moves back and forth across the bottom inside a fixed manner, the pegs is going to be removed. Struck pegs are also removed when the ball is stuck on them. The player begins each level with ten balls (twelve on the non-Touch iPod version) to clear the orange pegs, but may earn more by landing the ball in the ball catcher, or by earning high scores on single shots. Failure to clear the board using the allotted quantity of balls will need the player to restart the amount, while completing this objective allows the ball player to progress forward to the following board.
Every five levels in the Adventure mode correspond to having fun with one of ten "Peggle Masters", cartoon characters that help the player. Each one of the Peggle Masters has a unique special ability that is activated when the player strikes among the two randomly selected green pegs around the board. Some abilities activate immediately; one ability causes a second ball to be generated from the green peg when struck. Other abilities will have effects that activate around the next shot or for several more shots; one ability shows the ball's path including rebounds, while another will extend the length of the ball catcher. Within the final five quantity of a Adventure mode, called "Master" levels, the player can select which from the Peggle Masters they would like to use.
In addition to clearing the board, the player is challenged to obtain high scores with each shot. Points originate from two main sources: striking pegs, and style points. Each struck peg earns points, with further bonuses gained by hitting numerous pegs on a single shot, by clearing orange pegs, which builds up a scoring multiplier as much as 10x when basically several orange pegs remain. Additionally, for each shot, one random blue peg will be marked purple and revert to blue following the shot if it's not struck; striking this peg will further raise the player's score. Style points are awarded for making difficult shots for example striking two orange pegs consecutively that are a distance apart, or through getting lucky bounces from the ball catcher. Once the player clears the board of orange pegs, as announced through the song "Ode To Joy" and also the message "Extreme Fever", the bottom of the level is replaced with five bins of various point values the ball will fall under. The ball player is awarded this score in addition to any unused balls remaining to get their final score for the level. If all of the pegs on a level are cleared, an added bonus is awarded and all the bins turn to the utmost value and also the message "Ultra Extreme Fever" is displayed.
In addition to the Adventure mode, the sport features a series of challenges that need the player to accomplish boards under stricter requirements, such as needing to clear more orange pegs or remove every peg from the board. A "Duel" mode allows the ball player to compete against another person or perhaps a computer AI on a single board in trying to get to the highest score. The Xbox Live and PlayStation Network versions add a "Peg Party" mode, by which as much as four players compete by themselves boards utilizing a small group of balls, each trying to obtain the highest score. In each of these modes, the game generally provides the ability for players to pick which Peggle Master they would like to use.
Peggle Development
Peggle was originally envisioned by PopCap's studio director, Sukhbir Sidhu, who was inspired by pachinko machines. However, he recognized that pachinko was mostly luck-based, and wouldn't translate well right into a gaming. After seeing a 2D game engine developed by PopCap programmer Brian Rothstein, Sidhu was able to realize his game, and caused Rothstein for the first five months of their development before bringing in additional programmers. Initial designs centered on combining elements of pachinko with Breakout. The team initially incorporated a "rapid-fire" mechanic used in pachinko, along with numerous moving targets, but they found this made the levels either too fast-paced or too demanding of the player. They found over time that the static field of pegs provided a more enjoyable experience for that player; the road of the ball could be more predictable, resulting in the gameplay mechanic of requiring only a random subset of orange pegs to be cleared. When the team had established the core mechanics of the game, they triggered character artist Walter Wilson, background artist Marcia Broderick as well as an additional coder, Eric Tams, to help complete Peggle within its two-year development period. Even with their game established, Sidhu and Rothstein faced internal challenges at PopCap to improve the amount of interactivity using the game, but the two defended their vision from the game.
Though the game was technically completed within a year, PopCap opted to spend additional time to polish it, improving the visuals and background images. They stayed refining the various sound clips utilized in the game, to be able to provide an appropriate atmosphere. In some instances, they found the desired sound quickly; the noise of the ball hitting a peg was borrowed from another game in development at PopCap, but was considered perfect for Peggle. Other cases required iteration; the sound of the ball shooter was originally nearer to what cannon, while a "plunk" sound effect was adopted when the ball catcher caught a ball. They were changed to more airy sounds (an air cannon and a brief angelic chorus) to make the sun and rain sound as if area of the game's music.
The team found it helped to produce a defining moment at the end of each level when the player is moments from clearing the ultimate peg. This initially was programmed like a simple message stating "Extreme Fever" and also the music of Ode to Joy as a placeholder. Sidhu wanted to recreate the "wild sounds and visuals" that were present on winning pachinko games. However, the team found that the players reacted well towards the simpler placeholder elements, and also the team focused on increasing the presentation of those, including adding a zoom on the current ball because it neared the final orange peg to become cleared.
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Peggle
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Peggle
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