Sunday, March 30, 2008

Fun With Bejeweled 2


Looks like it's time to write another blog post. This one is on Bejeweled 2. On the right is an annotated screenshot of the game. The game is currently in Classic mode. There are eight modes total. In each mode, the basic rules are simple: Switch the positions of gems to create rows or columns of three or more. You may only swap a pair of gems if they are right next to each other and, when swapped, will form at least one three-in-a-row. When gems line up, they disappear, and new ones fall in to take their place. If any falling gems create rows or columns, they will disappear as well. Each match scores points. A four-in-a-row (henceforth referred to as a four) will convert one of the gems in the match to a power gem. A power gem glows, and when used in a three or more, will detonate. All the gems within the Power Gem Detonation Area (PGDA) will be destroyed. If a power gem happens to be in the PGDA, it will detonate as well. Thus, several power gems clustered together may cause a chain reaction, The PGDA shown is for the red power gem. A T-shaped or L-shaped match (both use five gems) will also create a power gem. When a five-in-a-row (henceforth referred to as a five) is matched, a hyper cube is created. There are four in the screenshot; this is uncommon. A hyper cube is the most awesome item in Bejeweled 2; it may be swapped with any of the four gems next to it at any time. When a swap occurs, every gem with the same color as the swapped gem is destroyed. Power gems of the same color as the swapped gem will detonate. Each match, power gem detonation, and hyper cube use will add to the Progress Bar. When the Progress Bar is filled, the level is complete, and a cool animation plays.

Each match will score points, according to the following rules:

1) The base score is ten points.

2) Each gem in the row/column beyond three adds ten points to the base score, up to five gems; a sixth gem will add 20 points.

3) Each row/column in the match progressively scores more points:
1st match: 10 points
2nd match: 20
3rd match: 30
4th match: 40
5th match: 60
6th match: 80
and so on. The rate at which the points increase increases as well, to a maximum of 210 points.

4) Each level adds 5 points to the base score. So, at level 4, a three-part combo would receive 150 points minimum (25 + 50 + 75).

5) Each power gem detonation multiplies the score for the row/column by 3.5. So, a three at level 1 with a power gem will score 35 points.

6) Each gem destroyed by a hyper cube scores twice the base score; each power gem destroyed scores six times the base score.


The eight modes are as follows:

Classic: The basic game; ends when no moves are available.

Action: A timed version of the game. The Progress Bar moves steadily downward; gems fall in such a way that there is always at least one move. When the Progress Bar reaches the bottom, the game ends. The Warning Lights flash when the Progress Bar gets low. Base score is 200; each level adds 100 to that.

Puzzle: Gives you a series of unscored puzzles to solve. Hints are free. Puzzles feature bombs, which blow up after a set number of moves; and rocks, which can only be destroyed by bombs, power gems, and hyper cubes.

Endless: Like Classic, but there is always at least one move. Base score is 100; levels do not add points.

Twilight: Obtained by beating level 18 of Classic, Twilight features alternating gravity: half of the time, the gems fall up. The entire game is slower here.

Hyper: Like Action, but at least twice as fast. Obtained by beating level 8 of Action.

Cognito: Obtained by beating all 80 puzzles of Puzzle. Like Puzzle, but scored.

Finity: By beating level 280 of Endless, this mode is unlocked. Like Action, but points are scored only by power gem and hyper cube detonation. Bombs, rocks, and power gems occasionally fall.


Anyone can dive right in and start swapping gems, but this is the fastest way to earn yourself a "No Moves". Follow these tips to increase your score:

1) Don't waste hyper cubes. These vortices are like a "Get Out Of Jail Free" card; as long as at least one is on the board, you have a move. Save them until you have no conventional moves.

2) Power gems can blow up hyper cubes. Make sure that your 'cubes are out of any PGDA. If you cannot make a move without blowing up a hyper cube, use the hyper cube.

3) Scan the board for combos. You can predict how the gems will fall.

4) Try to set up moves; each move that sets up another move is safe from the "No Moves" message.

5) If you know that no hyper cubes are going to be coming along for a while, get as many power gems as possible.

6) Try to concentrate on getting lots of the same color gem into the board; this makes a prime target for combos and hyper cube use.

7) In Action, at higher levels, don't think. Swap as fast as possible.

8) Don't use the hint button; it reduces your score and your Progress Bar.

Happy Bejeweling!

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