![]() Four levels of increasing difficulty are available after Child in order, they are Easy, Medium, Hard, and Evil. This sight is particularly useful for practicing bank shots-Snoods fired at the walls will bounce off until they contact the Snoods in the play area. Beginners are advised to start out on the Child level, which offers a “gunsight” of sorts by default and lets the player get a feel for how shots will work out. Snood offers a multitude of options for game play. If the field of play drops far enough to allow any Snoods to descend below its lower edge, the game is lost. The only way to lower the danger level is to drop Snoods off the board the more you drop, the more will be taken off the indicator. There’s a catch, of course: when each Snood is fired, a “DANGER!” indicator increments, and when the indicator is full, the top of the game board drops down by one row, decreasing the working room you have to fire Snoods. Once the board is cleared, the game is won. If, by making Snoods vanish, other Snoods are no longer connected to the top of the board, the disconnected Snoods will fall off and disappear. ![]() When two or more Snoods of the same color on the game board are hit by another identical Snood fired from the cannon, all three (or more) Snoods vanish. You control a “Snood cannon” that shoots colorful face-like icons called “Snoods” at a giant arrangement of more Snoods. Those of you who remember 1980s pop culture will probably recall such arcade games as Puzzle Bobble, which seems to be one of the primary inspirations for Snood. While I am told that playing Snood is indeed nearly as addictive as crack cocaine, Snood doesn’t require that the user be involved with law enforcement, shady drug dealers, or bad neighborhoods full of Snood houses. Let’s ignore for the moment that Snood’s state of physical well-being is irrelevant here.
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