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* SadisticChoice: In ''Twist'' -- do you try to keep the multiplier on 10 (and earn fruit gems) by never making non-matching moves, or do you deal with that bomb that just ticked down to 3?
** Similarly in ''Bejeweled 3'''s Ice Storm mode -- do you try to keep the column combo going by continuing to make vertical matches overlapping ice columns, or do you make a horizontal match to reset the timer on that one column you can't destroy and may end your game if left unchecked?
** Similarly in ''Bejeweled 3'''s Ice Storm mode -- do you try to keep the column combo going by continuing to make vertical matches overlapping ice columns, or do you make a horizontal match to reset the timer on that one column you can't destroy and may end your game if left unchecked?
to:
* SadisticChoice: In ''Twist'' -- do ''Twist''--do you try to keep the multiplier on 10 (and earn fruit gems) by never making non-matching moves, or do you deal with that bomb that just ticked down to 3?
** Similarly in ''Bejeweled 3'''s Ice Stormmode -- do mode--do you try to keep the column combo going by continuing to make vertical matches overlapping ice columns, or do you make a horizontal match to reset the timer on that one column you can't destroy and may end your game if left unchecked?
** Similarly in ''Bejeweled 3'''s Ice Storm
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The background music doesn't even have vocals.
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* ClusterFBomb: part of the background music for the first game. Probably accidental.
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* FireworksOfVictory: In ''3'', background fireworks exploding in the shapes of the gems are your reward for achieving HundredPercentCompletion in Quest Mode.
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* FireworksOfVictory: In ''3'', background fireworks exploding in the shapes of the gems gems, planets and a golden crown are your reward for achieving HundredPercentCompletion in Quest Mode.
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** ''Twist'' has the formula 25 × simultaneous bonus (If two matches are made at the same time, each is worth twice as much, for a total of four times the points) × line bonus (1 for 3 in a row, 2 for 4 in a row, 4 for 5 in a row, unknown for 6 in a row) × cascade bonus (each cascade multiplies score--the third will multiply it by 3, the fourth by 4, and so on) + special gem bonus (Fire 100, Lightning 250, Fruit 500, Supernova unknown) + geode bonus (50 + 50 more for each geode bonus [the first in one move gives 100, the second 150, up to a maximum of 350]. This is only if there are geode bonuses in a move) with all that × multiplier (maximum 10) × game type bonus (Zen = 1, Classic = 2, Blitz = 5).
to:
** ''Twist'' has the formula 25 × simultaneous bonus (If (if two matches are made at the same time, each is worth twice as much, for a total of four times the points) × line bonus (1 for 3 in a row, 2 for 4 in a row, 4 for 5 in a row, unknown for 6 in a row) × cascade bonus (each cascade multiplies score--the third will multiply it by 3, the fourth by 4, and so on) + special gem bonus (Fire 100, Lightning 250, Fruit 500, Supernova unknown) + geode bonus (50 + 50 more for each geode bonus [the first in one move gives 100, the second 150, up to a maximum of 350]. This is only if there are geode bonuses in a move) with all that × multiplier (maximum 10) × game type bonus (Zen = 1, Classic = 2, Blitz = 5).
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Nintendo Hard is no longer a trope
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* NintendoHard: The Xbox 360 version of ''Bejeweled 2'' has Achievements that require a ''lot'' of time. Most gamers are lucky to even get one of them.
** ''Stars'', being clearly inspired by ''VideoGame/CandyCrushSaga'', has many levels that dive headlong into this trope.
** ''Stars'', being clearly inspired by ''VideoGame/CandyCrushSaga'', has many levels that dive headlong into this trope.
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** Played more straight in the same game mode, as while it seems you can keep going even though the columns are rising faster, the game mode takes a drastic turn 7 minutes and 30 seconds in (450 seconds). If ANY column reaches the top and you can't clear it through a gem cascade, the game will end there and then.
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** Played more straight in the same game mode, as while it seems you can keep going even though the columns are rising faster, the game mode takes a drastic turn 7 minutes and 30 seconds in (450 seconds).in. If ANY column reaches the top and you can't clear it through a gem cascade, the game will end there and then.
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not an Easter Egg, but a hidden mode
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*** In the main menu, moving your mouse over the mode buttons clockwise a few times unlocks Original Mode, which is identical to Bejeweled 1 in that it lacks Power Gems and Hypercubes.
** Reaching Level 18 in classic mode in ''2'' unlocks Twilight Mode. In Twilight Mode, the gems alternate between falling up and down with every move you make, and all of the sound effects have a lower pitch.
** Reaching Level 18 in classic mode in ''2'' unlocks Twilight Mode. In Twilight Mode, the gems alternate between falling up and down with every move you make, and all of the sound effects have a lower pitch.
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*** In the main menu, moving your mouse over the mode buttons clockwise a few times unlocks Original Mode, which is identical to Bejeweled 1 in that it lacks Power Gems and Hypercubes. \n** Reaching Level 18 Other hidden modes (Twilight, Hyper, Cognito, Finity) also count, as there are no clear instructions on how to get them in classic mode in ''2'' unlocks Twilight Mode. In Twilight Mode, the gems alternate between falling up and down with every move game itself--you just know it when you make, and all of the sound effects have a lower pitch.them.
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** ''Bejeweled Twist'' incorporates a common one in every mode except Challenge. Each multiplier level from 1 to 10 has an increasing number of notches that can be filled by consecutive matches. Completely filling a level moves you up to the next. A non-match resets the current level, or moves you down one level if it is already empty. The 10th level has two halves, the second of which is indicated by rainbow patterns. Maxing that out gives you a Fruit Gem that replaces a random bad gem on the board (or if there aren't any, a random gem).
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** ''Bejeweled Twist'' incorporates a common one in every mode except Challenge. Each multiplier level from 1 to 10 has an increasing number of notches that can be filled by consecutive matches. Completely filling a level moves you up to the next. A non-match resets the current level, or moves you down one level if it is already empty. The 10th level has two halves, the second of which is indicated by decorated with cycling rainbow patterns. Maxing that out gives you a Fruit Gem that replaces a random bad gem on the board (or if there aren't any, a random gem).
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** Classic modes (except in ''Twist''): The level value is basically the score multiplier.
** Bejeweled 3:
** Bejeweled 3:
to:
** ''Bejeweled Twist'' incorporates a common one in every mode except Challenge. Each multiplier level from 1 to 10 has an increasing number of notches that can be filled by consecutive matches. Completely filling a level moves you up to the next. A non-match resets the current level, or moves you down one level if it is already empty. The 10th level has two halves, the second of which is indicated by rainbow patterns. Maxing that out gives you a Fruit Gem that replaces a random bad gem on the board (or if there aren't any, a random gem).
** ''Bejeweled 3'':
*** Classicmodes (except in ''Twist''): mode: The level value is basically the score multiplier.
** Bejeweled 3:multiplier.
** ''Bejeweled 3'':
*** Classic
** Bejeweled 3:
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** ''Twist'' has the formula 25 × simultaneous bonus (If two matches are made at the same time, each is worth twice as much, for a total of four times the points) × line bonus (1 for 3 in a row, 2 for 4 in a row, 4 for 5 in a row, unknown for 6 in a row) × cascade bonus (each cascade multiplies score -- The third will multiply it by 3, the fourth by 4, and so on) + special gem bonus (Fire 100, Lightning 250, Fruit 500, Supernova unknown) + geode bonus (50 + 50 more for each geode bonus [the first in one move gives 100, the second 150, up to a maximum of 350]. This is only if there are geode bonuses in a move) with all that × multiplier (maximum 10) × game type bonus (Zen = 1, Classic = 2, Blitz = 5).
to:
** ''Twist'' has the formula 25 × simultaneous bonus (If two matches are made at the same time, each is worth twice as much, for a total of four times the points) × line bonus (1 for 3 in a row, 2 for 4 in a row, 4 for 5 in a row, unknown for 6 in a row) × cascade bonus (each cascade multiplies score -- The score--the third will multiply it by 3, the fourth by 4, and so on) + special gem bonus (Fire 100, Lightning 250, Fruit 500, Supernova unknown) + geode bonus (50 + 50 more for each geode bonus [the first in one move gives 100, the second 150, up to a maximum of 350]. This is only if there are geode bonuses in a move) with all that × multiplier (maximum 10) × game type bonus (Zen = 1, Classic = 2, Blitz = 5).
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[[caption-width-right:350:'''GO!''' [[note]] Gameplay from ''Bejeweled 3[[/note]]]]
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Added example(s)
Added DiffLines:
** Played more straight in the same game mode, as while it seems you can keep going even though the columns are rising faster, the game mode takes a drastic turn 7 minutes and 30 seconds in (450 seconds). If ANY column reaches the top and you can't clear it through a gem cascade, the game will end there and then.
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** Pausing during any time-critical game modes hides the board during the pause.
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Removing crap from the end of a YouTube URL
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Renowned as one of the greatest casual games ever; it is constantly ripped off and constantly played. [[https://www.youtube.com/watch?v=G3dqWt1AkMk&feature=player_embedded Has officially been completed]], because someone finally ''legitimately'' hit the {{Cap}}.[[note]][[UsefulNotes/PowersOfTwoMinusOne the score of 2,147,483,647]], thought the game continues on.[[/note]]
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Renowned as one of the greatest casual games ever; it is constantly ripped off and constantly played. [[https://www.youtube.com/watch?v=G3dqWt1AkMk&feature=player_embedded com/watch?v=G3dqWt1AkMk Has officially been completed]], because someone finally ''legitimately'' hit the {{Cap}}.[[note]][[UsefulNotes/PowersOfTwoMinusOne the score of 2,147,483,647]], thought though the game continues on.[[/note]]
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I used to play this game a lot.
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[[caption-width-right:350:'''GO!''']]
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* DolledUpInstallment: The first game received a candy-themed version called ''Sweet Tooth To Go'', which also has an additional endless mode.
* EarlyInstallmentWeirdness: The first game lacks any kind of Endless/Zen mode.
* EarlyInstallmentWeirdness: The first game lacks any kind of Endless/Zen mode.
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Fireworks of Victory
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* FireworksOfVictory: In ''3'', background fireworks exploding in the shapes of the gems are your reward for achieving HundredPercentCompletion in Quest Mode.
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Playing with Blinking Lights of Victory
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* BlinkingLightsOfVictory: Played with in ''3'' as part of the casino theming of Poker. Making a Full House causes a sequence of lights to flash around the border and a sound to play akin to winning big on a slot machine, even though a Full House is actually only the third best hand you can make.
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** The Supernova gems returns in ''3''.
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** The Supernova gems returns return in ''3''.
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Changed line(s) 13,14 (click to see context) from:
Renowned as one of the greatest casual games ever; it is constantly ripped off and constantly played. [[https://www.youtube.com/watch?v=G3dqWt1AkMk&feature=player_embedded Has officially been completed]], because someone finally ''legitimately'' hit the {{Cap}}.
to:
Renowned as one of the greatest casual games ever; it is constantly ripped off and constantly played. [[https://www.youtube.com/watch?v=G3dqWt1AkMk&feature=player_embedded Has officially been completed]], because someone finally ''legitimately'' hit the {{Cap}}.
{{Cap}}.[[note]][[UsefulNotes/PowersOfTwoMinusOne the score of 2,147,483,647]], thought the game continues on.[[/note]]
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* ''Bejeweled 3'' (Chinese release): An UpdatedReRelease of 3 with two new game modes and some slight gameplay changes to make the game easier.
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Not to be confused with the trope GemEncrusted, or the index BejeweledTropes.
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** The Supernova gems returns in ''3''.
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%%** Reaching Level 18 in classic mode in ''Bejeweled 2'' unlocks Twilight Mode. In Twilight Mode, the gems alternate between falling up and down with every move you make, and all of the sound effects have a lower pitch.
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* LuckBasedMission: You have a diminishing chance to continue your game every time a bomb ticks to 0 (via a Disarm Spinner[[note]]which, contrary to popular belief, will have already decided if the Disarm Spinner will land on gems or skulls even ''before'' the player clicks the stop button[[/note]]): 3/4, then 1/2, then 1/4 onwards. Also, in ''Bejeweled 3'''s Poker mode, you have a 1/2 chance to continue your game (via a flipping coin[[note]]with a "safe" four-leaf clover on one side and a GameOver skull on the other[[/note]]) every time you make a poker hand that's marked with a skull.
** Also the whole game in general. Sure, careful planning can help you avoid falling into {{Unwinnable}} situations, but in the end, if the RandomNumberGod decides that he hates your guts, then you ''will'' fail.
** Also the whole game in general. Sure, careful planning can help you avoid falling into {{Unwinnable}} situations, but in the end, if the RandomNumberGod decides that he hates your guts, then you ''will'' fail.
to:
* LuckBasedMission: You have a diminishing chance to continue your game every time a bomb ticks to 0 (via a Disarm Spinner[[note]]which, contrary to popular belief, will have already decided if the Disarm Spinner will land on gems or skulls even ''before'' the player clicks the stop button[[/note]]): 3/4, then 1/2, then 1/4 onwards. Also, in ''Bejeweled 3'''s Poker mode, you have a 1/2 chance to continue your game (via a flipping coin[[note]]with a "safe" four-leaf clover on one side and a GameOver [[GameOver skull on the other[[/note]]) other]][[/note]]) every time you make a poker hand that's marked with a skull.
** Also the whole game in general. Sure, careful planning can help you avoid falling into {{Unwinnable}} situations, but in the end, if the RandomNumberGod decides that he hates your guts, then you ''will''fail.[[FailureIsTheOnlyOption fail]].
** Also the whole game in general. Sure, careful planning can help you avoid falling into {{Unwinnable}} situations, but in the end, if the RandomNumberGod decides that he hates your guts, then you ''will''
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* NonIndicativeName: Hyper ''Cubes'' in ''Bejeweled 2'' are either spherical (with Hardware Acceleration off) or swirling globs (with it on) of energy. Averted as of ''Bejeweled Blitz'', where the Hyper Cube now looks like an actual cube (unless you're Italian, in which case it was called a Hyper''sphere'', and thus was correct the first time.)
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* NonIndicativeName: Hyper ''Cubes'' in ''Bejeweled 2'' are either spherical (with Hardware Acceleration off) or swirling globs (with it on) of energy. Averted as of ''Bejeweled Blitz'', ''3'' and ''Blitz'', where the Hyper Cube now looks like an actual cube (unless you're Italian, in which case it was called a Hyper''sphere'', and thus was correct for the first time.time, ''2''.)
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doesn't explain the strength part.
Deleted line(s) 32 (click to see context) :
* BaritoneOfStrength: Pretty much every game except ''Blitz [=LIVE=]'' is accompanied by a deep-voiced narrator. ''Blitz [=LIVE=]'' instead has a female narrator.
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* BadassBaritone: Pretty much every game except ''Blitz [=LIVE=]'' is accompanied by a deep-voiced narrator. ''Blitz [=LIVE=]'' instead has a female narrator.
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* BadassBaritone: BaritoneOfStrength: Pretty much every game except ''Blitz [=LIVE=]'' is accompanied by a deep-voiced narrator. ''Blitz [=LIVE=]'' instead has a female narrator.
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Changed line(s) 88 (click to see context) from:
*** Ice Storm mode: The "Ice Wall" multiplies your points as many times in a row as you clear ice columns with vertical matches. Also, to the left of the board is a water tank. Clearing ice columns fills the tank with more water. When the tank is full, it drains the water, the multiplier increments by one, and the top of the board releases steam, pushing the columns down. Higher multipliers require clearing more ice.
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*** Ice Storm mode: The "Ice Wall" multiplies your points as many times in a row as you clear ice columns with vertical matches. Also, to the left of the board is a water tank. Clearing ice columns fills the tank with more water. When the tank is full, it drains the water, the multiplier increments increases by one, and the top of the board releases steam, pushing the columns down. Higher multipliers require clearing more ice.
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* RandomlyGeneratedLevels: Every game/level begins with a random combination of different colors of gems. Except in most Classic/Normal modes (where you have to score as high as you can until there are no possible moves), an algorithm is applied to the board so that there is at least one legal move at any time.
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Changed line(s) 53,54 (click to see context) from:
*** In the main menu, moving your mouse over the mode buttons clockwise a few times unlocks Original Mode, which is identical to Bejeweled 1 in that it lacks Power Gems and Hyper Cubes.
** Reaching Level 18 in classic mode in ''Bejeweled 2'' unlocks Twilight Mode. In Twilight Mode, the gems alternate between falling up and down with every move you make, and all of the sound effects have a lower pitch.
** Reaching Level 18 in classic mode in ''Bejeweled 2'' unlocks Twilight Mode. In Twilight Mode, the gems alternate between falling up and down with every move you make, and all of the sound effects have a lower pitch.
to:
*** In the main menu, moving your mouse over the mode buttons clockwise a few times unlocks Original Mode, which is identical to Bejeweled 1 in that it lacks Power Gems and Hyper Cubes.Hypercubes.
** %%** Reaching Level 18 in classic mode in ''Bejeweled 2'' unlocks Twilight Mode. In Twilight Mode, the gems alternate between falling up and down with every move you make, and all of the sound effects have a lower pitch.
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Changed line(s) 43 (click to see context) from:
** Bejeweled 2 has a LOT of these, unlocked by typing in certain keywords:
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** Bejeweled 2 ''Bejeweled 2'' has a LOT of these, unlocked by typing in certain keywords:
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Changed line(s) 95 (click to see context) from:
*** Classic mode: If one of the bomb gems count down to 5, the music will change into a more panicked variant in response. Once all the bomb gem counters are higher than 6 again, the music will go back to normal.
to:
*** Classic mode: If one of the bomb gems count down to 5, the music will change into a more panicked variant in response. Once all the bomb gem counters are higher than 6 5 again, the music will go back to normal.
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Changed line(s) 62 (click to see context) from:
* HintSystem: If you stall for too long during a game, a hint will appear showing you a gem that can make a match. Also, every game (except ''Twist'') has a Hint button that you can click at any time to request a hint (which, in the first two games, also afflicts a score and progress penalty).
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* HintSystem: If you stall for too long during a game, a hint will appear showing you a gem that can make a match. Also, every game (except ''Twist'') ''Twist'' and ''Stars'') has a Hint button that you can click at any time to request a hint (which, in the first two games, also afflicts a score and progress penalty).
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* HintSystem: If you stall for too long during a game, a hint will appear showing you a gem that can make a match. Also, every game (except ''Twist'') has a Hint button that you can click at any time to request a hint (which, in the first two games, also afflicts a score and progress penalty).
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Changed line(s) 88 (click to see context) from:
** ''Twist'' has the formula 25 × simultaneous bonus (If two matches are made at the same time, each is worth twice as much, for a total of four times the points) × line bonus (1 for 3 in a row, 2 for 4 in a row, 4 for 5 in a row, unknown for 6 in a row) × cascade bonus (each cascade multiplies score -- The third will multiply it by 3, the fourth by 4, and so on) + special gem bonus (Fire 100, Lightning 250, Fruit 500, Supernova unknown) + geode bonus (50 + 50 more for each geode bonus (the first in one move gives 100, the second 150, up to a maximum of 350). This is only if there are geode bonuses in a move) with all that × multiplier (maximum 10) × game type bonus (Zen = 1, Classic = 2, Blitz = 5).
to:
** ''Twist'' has the formula 25 × simultaneous bonus (If two matches are made at the same time, each is worth twice as much, for a total of four times the points) × line bonus (1 for 3 in a row, 2 for 4 in a row, 4 for 5 in a row, unknown for 6 in a row) × cascade bonus (each cascade multiplies score -- The third will multiply it by 3, the fourth by 4, and so on) + special gem bonus (Fire 100, Lightning 250, Fruit 500, Supernova unknown) + geode bonus (50 + 50 more for each geode bonus (the [the first in one move gives 100, the second 150, up to a maximum of 350).350]. This is only if there are geode bonuses in a move) with all that × multiplier (maximum 10) × game type bonus (Zen = 1, Classic = 2, Blitz = 5).
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Changed line(s) 95 (click to see context) from:
*** Challenge mode: Puzzles Stratamax[[note]](clear a number of gems with a given number of moves)[[/note]] and Survivor[[note]](survive a number of moves with Bomb, Doom and Lock Gems on the board)[[/note]] share a unique music piece, to which more instrumentation is added when the player has 4 moves remaining. In the Survivor Eclipse puzzle[[note]](survive as many moves as possible)[[/note]], the instrumentation is added after the 8th move.
to:
*** Challenge mode: Puzzles Stratamax[[note]](clear a number of gems with a given number of moves)[[/note]] and Survivor[[note]](survive a number of moves with Bomb, Doom and Lock Gems on the board)[[/note]] share a unique music piece, to which more panicked instrumentation is added when the player has 4 moves remaining. In the Survivor Eclipse puzzle[[note]](survive as many moves as possible)[[/note]], the instrumentation is added after the 8th move.
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Changed line(s) 93 (click to see context) from:
** In ''Bejeweled Twist'' (Classic mode), if one of the bomb gems count down to 5, the music will change into a more panicked variant in response. Once all the bomb gem counters are higher than 6 again, the music will go back to normal.
to:
** In ''Bejeweled Twist'' (Classic mode), if Twist'':
*** Classic mode: If one of the bomb gems count down to 5, the music will change into a more panicked variant in response. Once all the bomb gem counters are higher than 6 again, the music will go back tonormal.normal.
*** Challenge mode: Puzzles Stratamax[[note]](clear a number of gems with a given number of moves)[[/note]] and Survivor[[note]](survive a number of moves with Bomb, Doom and Lock Gems on the board)[[/note]] share a unique music piece, to which more instrumentation is added when the player has 4 moves remaining. In the Survivor Eclipse puzzle[[note]](survive as many moves as possible)[[/note]], the instrumentation is added after the 8th move.
*** Classic mode: If one of the bomb gems count down to 5, the music will change into a more panicked variant in response. Once all the bomb gem counters are higher than 6 again, the music will go back to
*** Challenge mode: Puzzles Stratamax[[note]](clear a number of gems with a given number of moves)[[/note]] and Survivor[[note]](survive a number of moves with Bomb, Doom and Lock Gems on the board)[[/note]] share a unique music piece, to which more instrumentation is added when the player has 4 moves remaining. In the Survivor Eclipse puzzle[[note]](survive as many moves as possible)[[/note]], the instrumentation is added after the 8th move.