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** In ''Bejeweled Twist'', 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.

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** In ''Bejeweled Twist'', 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.
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** Gems, the first version of which did basic stuff like adding three star gems at the start of the game, but over the time they were more and more powerful up to the version that allows you to nuke whole board, over and over again.

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** Gems, the first version of which did basic stuff like adding three star gems at the start of the game, but over the time they were more and more powerful up to the version that allows you to nuke the whole board, over and over again.
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* NoFairCheating: If you swap two Hypercubes in ''Bejeweled Blitz/3'', since they have all the colors, [[LogicBomb the game gets confused]] and the [[RocksFallEveryoneDies whole board explodes]] - you even get an Elite Badge the first time you do so (in ''3''). But in ''Bejeweled 2'', every Hypercube you own dies. Causes quite a few BigNo moments from people who played 3 first.

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* NoFairCheating: If you swap two Hypercubes in ''Bejeweled Blitz/3'', since they have all the colors, [[LogicBomb the game gets confused]] and the [[RocksFallEveryoneDies whole board explodes]] - you even get an Elite Badge the first time you do so (in ''3''). But in ''Bejeweled 2'', every Hypercube you own dies. Causes quite a few BigNo moments from people who played 3 ''3'' first.
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* NoFairCheating: If you swap two Hypercubes in ''Bejeweled Blitz/3'', since they have all the colors, [[LogicBomb the game gets confused]] and the [[RocksFallEveryoneDies whole board explodes]] - you even get an Elite Badge (in ''3'') the first time you do so. But in Bejeweled 2, every Hypercube you own dies. Causes quite a few BigNo moments from people who played 3 first.
* 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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* NoFairCheating: If you swap two Hypercubes in ''Bejeweled Blitz/3'', since they have all the colors, [[LogicBomb the game gets confused]] and the [[RocksFallEveryoneDies whole board explodes]] - you even get an Elite Badge (in ''3'') the first time you do so. so (in ''3''). But in Bejeweled 2, ''Bejeweled 2'', every Hypercube you own dies. Causes quite a few BigNo moments from people who played 3 first.
* NonIndicativeName: Hyper ''Cubes'' in Bejeweled 2 ''Bejeweled 2'' are either spherical (with Hardware Acceleration off) or swirling globs (with it on) of energy. Averted as of Bejeweled Blitz, ''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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* NoFairCheating: If you swap two Hypercubes in Bejeweled 3, since they have all the colors, [[LogicBomb the game gets confused]] and the [[RocksFallEveryoneDies whole board explodes]] - you even get an Elite Badge the first time you do so. But in Bejeweled 2, every Hypercube you own dies. Causes quite a few BigNo moments from people who played 3 first.

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* NoFairCheating: If you swap two Hypercubes in Bejeweled 3, ''Bejeweled Blitz/3'', since they have all the colors, [[LogicBomb the game gets confused]] and the [[RocksFallEveryoneDies whole board explodes]] - you even get an Elite Badge (in ''3'') the first time you do so. But in Bejeweled 2, every Hypercube you own dies. Causes quite a few BigNo moments from people who played 3 first.
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* AwesomeButImpractical: Supernova and Fruit gems in ''Twist''. Supernovas require to get 6 in a row, which is very difficult to set up without breaking your multiplier, and fruit gems only appear if you've gotten enough moves in a row to get a ×10 multiplier and then fill the meter ''again'' (this time with colour-cycling indicators instead of yellow ones), which is not only difficult but fruit gems aren't powerful enough to justify it. Doesn't stop the Fruit Gem Bonus dance animation from being wicked cool, though.

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* AwesomeButImpractical: Supernova and Fruit gems in ''Twist''. Supernovas require to get 6 in a row, which is very difficult to set up without breaking your multiplier, and fruit Fruit gems only appear if you've gotten enough moves in a row to get a ×10 multiplier and then fill the meter ''again'' (this time with colour-cycling indicators instead of yellow ones), which is not only difficult but fruit gems aren't powerful enough to justify it. Doesn't stop [[https://youtu.be/zyDhkDqM3X0 the Fruit Gem Bonus dance animation animation]] from being wicked cool, though.
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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).

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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 multiplier (maximum 10) × game type bonus (Zen = 1, Classic = 2, Blitz = 5).
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* ''Bejeweled 2'': The debut of special gems, a universal space exploration theme, several different gameplay modes, unlockables and more.

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* ''Bejeweled 2'': The marks the debut of special gems, a universal space exploration theme, several different gameplay modes, unlockables and more.
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* ''Bejeweled 2'': The debut of special gems, a universal space exploration theme, several different gameplay modes, unlockables and more.
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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.

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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 by one, and the top of the board releases steam, pushing the columns down. Higher multipliers require clearing more ice.
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* TheTetrisEffect: These gems really tend to show up in your dreams as vividly as VideoGame/{{Tetris}} blocks, don't they?
** Or even when you ''blink''.
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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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** If you mouse over the buttons on the mode selection screen in ''Twist'' in the right order, you get to see the credits.

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** If you mouse over the mode buttons clockwise a few times on the mode selection screen in ''Twist'' in the right order, ''Twist'', you get to see the credits.



*** Moving your mouse over the menu buttons in a circle a few times unlocks Original Mode, which is identical to Bejeweled 1 in that it lacks Power Gems and Hyper Cubes.

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*** Moving In the main menu, moving your mouse over the menu mode buttons in a circle clockwise a few times unlocks Original Mode, which is identical to Bejeweled 1 in that it lacks Power Gems and Hyper Cubes.
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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.

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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, 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]]: 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.
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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) every time you make a poker hand that's marked with a skull.

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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 ''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) 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.
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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 presses 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) every time you make a poker hand that's marked with a skull.

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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 presses 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) every time you make a poker hand that's marked with a skull.
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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]]Contrary to popular belief, the Disarm Spinner (and game) will have already decided if the Disarm Spinner will land on gems or skulls even before the player presses 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) every time you make a poker hand that's marked with a skull.

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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]]Contrary Spinner)[[note]]which, contrary to popular belief, the Disarm Spinner (and game) will have already decided if the Disarm Spinner will land on gems or skulls even before the player presses 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) every time you make a poker hand that's marked with a skull.
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* LuckBasedMission: You have a diminishing chance to continue your game every time a bomb ticks to 0: 3/4, then 1/2, then 1/4. Also, in ''Bejeweled 3'''s Poker mode, you have a 1/2 chance to continue your game every time you make a poker hand that's marked with a skull.

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* LuckBasedMission: You have a diminishing chance to continue your game game every time a bomb ticks to 0: 0 (via a Disarm Spinner)[[note]]Contrary to popular belief, the Disarm Spinner (and game) will have already decided if the Disarm Spinner will land on gems or skulls even before the player presses the stop button[[/note]]: 3/4, then 1/2, then 1/4. 1/4 onwards. Also, in ''Bejeweled 3'''s Poker mode, you have a 1/2 chance to continue your game (via a flipping coin) every time you make a poker hand that's marked with a skull.
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*** Lightning mode: Start with the first round (×1) with 60 seconds and try to match Time Gems (+5 and +10 variants) to add time to the Time Extension tank (holding a maximum of 60 seconds) for the next round (where the multiplier value is increased by 1; unused +5 and +10 gems turn into Flame and Star Gems respectively). Repeat until you are out of time without any time in the tank.

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*** Lightning mode: Start You start with the first round (×1) with 60 seconds and try seconds. Try to match Time Gems (+5 and +10 variants) to add time to the Time Extension tank (holding a maximum of 60 seconds) for the next round (where the multiplier value is increased by 1; unused +5 and +10 gems turn into Flame and Star Gems respectively). Repeat Comes the next round, and Time Gems are becoming harder to find. Continue until you are out of time without any time extra in the tank.
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* NoSmoking: ''Bejeweled 3'''s "zen mode" was apparently originally intended to help players quit smoking, but was changed to helping get rid of bad habits in general, because any reference ''at all'' to smoking would have given it a high Entertainment Software Rating Board rating.

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* NoSmoking: ''Bejeweled 3'''s "zen mode" Zen mode was apparently originally intended to help players quit smoking, but was changed to helping get rid of bad habits in general, because any reference ''at all'' to smoking would have given it a high Entertainment Software Rating Board rating.
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* PrettyButterflies: Bejeweled 3's ''Butterflies'' mode/minigame, where the goal is to liberate the butterflies by matching the gems and making sure none of them reach the top of the playfield where an evil spider awaits to eat them.

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* PrettyButterflies: Bejeweled 3's ''Butterflies'' Butterflies mode/minigame, where the goal is to liberate the butterflies by matching the gems and making sure none of them reach the top of the playfield where an evil spider awaits to eat them.
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* PrettyButterflies: Bejeweled 3's ''Butterfly'' minigame, where the goal is to liberate the butterflies by matching the gems and making sure none of them reach the top of the playfield where an evil spider awaits to eat them.

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* PrettyButterflies: Bejeweled 3's ''Butterfly'' minigame, ''Butterflies'' mode/minigame, where the goal is to liberate the butterflies by matching the gems and making sure none of them reach the top of the playfield where an evil spider awaits to eat them.



* TooDumbToLive: The butterfly gems in ''Bejeweled 3'''s Butterflies mode fly up towards the spider, even though they seem to know it can and will eat them. The player is forced to try to save them by matching them with gems of the same colour.

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* TooDumbToLive: The butterfly gems in ''Bejeweled 3'''s Butterflies mode 3'' fly up towards the spider, even though they seem to know it can and will eat them. The player is forced to try to save them by matching them with gems of the same colour.
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-> No more moves... ''(all onscreen gems shake and then fall off the board)''

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-> No more moves... ''(all onscreen gems shake vibrate and then fall off the board)''
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* TooDumbToLive: The butterfly jewels in ''Bejeweled 3'' fly up towards the spider, even though they seem to know it can and will eat them. The player is forced to try to save them by matching them with gems of the same colour.

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* TooDumbToLive: The butterfly jewels gems in ''Bejeweled 3'' 3'''s Butterflies mode fly up towards the spider, even though they seem to know it can and will eat them. The player is forced to try to save them by matching them with gems of the same colour.
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-> No more moves... ''(all onscreen gems vibrate and then fall off the board)''

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-> No more moves... ''(all onscreen gems vibrate shake and then fall off the board)''
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No more moves...

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-> No more moves...moves... ''(all onscreen gems vibrate and then fall off the board)''
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** Other games have different scoring schemes for different game modes. For instance, in ''3'''s Diamond Mine mode, you only receive points (complete with currency signs, depending on the version language) from the treasure you "excavate".

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** Other games have different scoring schemes for different game modes. For instance, in ''3'''s Diamond Mine mode, you only receive points (complete with currency signs, depending on the version version's language) from the treasure you "excavate".
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** Other games have different scoring schemes for different game modes. For instance, in "3"'s Diamond Mine mode, you only receive points (complete with currency signs, depending on the version language) from the treasure you "excavate".

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** Other games have different scoring schemes for different game modes. For instance, in "3"'s ''3'''s Diamond Mine mode, you only receive points (complete with currency signs, depending on the version language) from the treasure you "excavate".

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* ScoringPoints: ''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).

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* ScoringPoints: ScoringPoints:
**
''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).5).
** Other games have different scoring schemes for different game modes. For instance, in "3"'s Diamond Mine mode, you only receive points (complete with currency signs, depending on the version language) from the treasure you "excavate".

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* ScoreMultiplier: Used in ''Blitz'', and "Ice Wall." ''Blitz'' increases your score the more times you've reset, and "Ice Wall" multiplies your points as many times in a row as you clear ice columns with vertical matches.

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* ScoreMultiplier: Used ScoreMultiplier:
** Classic modes (except
in ''Blitz'', and "Ice Wall." ''Blitz'' increases your ''Twist''): The level value is basically the score multiplier.
** Bejeweled 3:
*** Lightning mode: Start with
the more times you've reset, first round (×1) with 60 seconds and try to match Time Gems (+5 and +10 variants) to add time to the Time Extension tank (holding a maximum of 60 seconds) for the next round (where the multiplier value is increased by 1; unused +5 and +10 gems turn into Flame and Star Gems respectively). Repeat until you are out of time without any time in the tank.
*** Ice Storm mode: The
"Ice Wall" multiplies your points as many times in a row as you clear ice columns with vertical matches.



*** Lightning mode: The music changes into a more panicked variant once the player has 10 seconds left on the clock without any matched Time Gems (which adds bonus time for the next multiplier round), and goes back to normal once a Time Gem is matched.

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*** Lightning mode: The music changes into a more panicked variant once the player has 10 seconds left on the clock without any matched time in the Time Gems Extension tank (which adds bonus time for the next multiplier round), and goes back to normal once a Time Gem is matched.

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