Now, repetitive levels aren't the death of a puzzle game by any means, but a lack of tension certainly is. There are so many slight variations of a level where the path zigzags back and forth that it's easy to feel like you're constantly repeating yourself. The story mode promises 123 "exhilarating" levels, but many of them are copies of each other. It's a pleasant distraction, but it quickly becomes apparent that there's just no enough here to make Luxor a full game. With some practice you can pull off five or six chain explosions with ease. The fun of Luxor is all in the chain-effects that you can pull off. Get it a little bit off and you can easily make the situation a lot worse. The balls take a little bit of time to get to their target, so getting a perfect shot off is a matter of leading the target by a little bit. Where Zuma had a ball launcher in the middle of he screen that could rotate, Luxor has a launcher on the bottom that shoots straight up and can move left and right. My personal favorite is the lightning blast that destroys everything it hits. These power-ups are good for one shot or a brief period of time, but they certainly help to stem the tide of the oncoming balls. Getting chains and combos will drop coins and power-ups. This is done by making sure that after one group pops, the new chain will automatically form another group and pop and so on and so on. The skill is in creating chains of groups. Naturally, just going for individual groups of balls will be the easy, and low-scoring, way out.
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