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There are four main difficulty levels for the puzzles, which is awesome because it makes the game appealing to a wide range of skill levels. I wonder if the developers might have caught more of these problems had they started further from the original material.Īlso, because they reused the preexisting narration, there’s not a lot of hope for any new bonus levels (though the Narrator’s original voice actor, Richard Ian Cox, is still working in the industry, so anything’s possible). However, many of the little issues I had with the game (like how the pizza trolls are much more difficult to beat if your computer is muted) were problems that also plagued the original. It was wonderful to hear all of those old nostalgic tunes again and gosh that narrator has a fantastic voice. The game reused almost all of the music, narration, and sound effects from the original Logical Journey of the Zoombinis, to mixed effect. It’s okay to experiment, it’s okay to get things wrong what matters is that we learn from our mistakes.
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This seems like an awesome way to do puzzles to me. So, while failure is necessary for figuring out the solution, you must also learn from those failures or it will be impossible to save every Zoombini. However, you can only fail a certain number of times. Many of the puzzles demand that you use a process of elimination. Only Zoombinis with the proper trait can stay in the proper room. For instance, in one level you must sort the Zoombinis into various hotel rooms, but the rooms are sorted by a certain kind of trait. These traits are the main basis for the gameplay. There are five different kinds of eyes, noses, hair, and feet, and each Zoombini has some combination (either hand-picked or randomized) of these traits. The Zoombinis are delightfully diverse and gender neutral. You must figure out the pattern to proceed.
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The Fleens have physical traits that match up with the Zoombinis. In many levels you can see ancient civilizations peeking through in the background. Each area looks as if it’s been hand-painted with watercolors to create a rich and detailed environment. The artwork in the game is really lovely. And if you ever lose one (or several) Zoombinis, they’ll just reappear at the last safe campsite you passed. The more Zoombinis make it to Zoombiniville, the more cool buildings appear there. At the end of these is Zoombiniville, the new home of your adorable blue friends. That’s where you come in! You must help the proletari-er, I mean, Zoombinis, to traverse four main stages: The Big, The Bad, and The Hungry Who’s Bayou Deep Dark Forest and Mountains of Despair. The peaceful Zoombinis, instead of fighting the Bloats, decided to run away and find a new homeland.
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However it wasn’t long before the Bloats began taking advantage of the Zoombinis, canceling holidays and making them work to the bone. The Zoombinis, being trusting creatures, agreed. The Bloats promised that they would help the Zoombinis expand their sales outposts and reach larger audiences, therefore gaining bigger profits. Basically, the Zoombinis were a happy and profitable nation of traders until the Bloats showed up and ruined everything. Zoombinis opens with an optional video introduction that explains the main plot. The Zoombinis travel from the ship in the bottom left to the city in the top right.