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Bejeweled is a tile-matching puzzle video game by PopCap Games, developed for browsers in 2001. The goal is to clear gems of the same color, potentially causing a chain reaction. The game sold over 75 million copies and has been downloaded more than 150 million times.[3]

Bejeweled
Bejeweled cover.jpg
Steam header
Developer(s)PopCap Games
Publisher(s)PopCap Games
Designer(s)Jason Kapalka[1]
Composer(s)Peter Hajba
SeriesBejeweled
EnginePopCap Games Framework
Platform(s)Windows
Mac OS X
Flash
HTML5
Palm OS
Windows Mobile
BlackBerry 10
Java ME
iOS
Android
Windows Phone
Xbox
Facebook
ReleaseMay 30, 2001[2]
Genre(s)Puzzle
Mode(s)Single-player

GameplayEdit

 
Normal gameplay mode

The objective of Bejeweled is to swap one gem with an adjacent gem to form a horizontal or vertical chain of three or more gems of the same color. Bonus points are given when chains of more than three identical gems are formed, but also when two chains are formed in one swap. When chains are formed, the gems disappear and gems fall from the top to fill in gaps. Sometimes chain reactions (referred to as cascades) are triggered, where chains are formed by the falling gems. Cascades are awarded with bonus points. There are two variations of the game to choose from.

Normal ModeEdit

In Normal Mode, the player fills up the progress bar on the bottom of the screen by matching gems. When the progress bar is filled up completely, the player goes to the next level. As the level progresses, more points are required to proceed to the next level. As the player levels up, they get more points by matching gems (example: Level 1= 10 pts., Level 2= 15 pts. etc.). The game ends if no possible moves remain.

Time Trial ModeEdit

The gameplay mechanics are similar to Normal Mode, but the progress bar starts half-way filled. The player has to keep the bar filled by matching gems, and they will level up by filling the progress bar. The bar will deplete faster and faster and will require more gem matches to fill up as the player levels up. If no moves are possible, the player gets a new board instead of getting a game over. The game ends if the progress bar is depleted completely.

Hints and TricksEdit

By clicking the purple button on the side next to Options and Quit Game, the player can get a hint. When they do, the score and progress bar depletes. The depleting score and progress bar do not repeat[clarification needed] until the player makes another match.

Although normally the player gets only three in a row for gems, sometimes they can get four or five in a row. And in rare conditions, they can get six, seven, and even eight in a row. But some versions of the engine do not register it.

DevelopmentEdit

The game was created by PopCap Games as a web-based game called Diamond Mine, inspired by the 1994 MS-DOS game Shariki.[4] The name Bejeweled was suggested by Microsoft, who thought the original name Diamond Mine was too similar to that of an existing game, Diamond Mines.[5] PopCap had partnerships which allowed Microsoft Zone and other gaming sites to host Bejeweled as well.

The game has been ported to other platforms, including Microsoft Windows, as Bejeweled Deluxe, and iOS devices. Astraware produced versions for PDAs on the BlackBerry, iPhone, Palm OS, and Windows Mobile smartphone platforms. Bejeweled Deluxe was released on Xbox as a downloadable Xbox Live Arcade game. On September 12, 2006, it was released as one of the first games downloadable from the iTunes Store for the iPod.[citation needed] PopCap released a web app version of the game for iOS on October 11, 2007.[6] On December 13, 2011, PopCap released a HTML5 version of the game, which is available on the Google Chrome Web Store for free.[7] A HD version for iPad debuted in May 2012.[8]

In 2014 Bejeweled and Candy Crush Saga (along with many other similar match three games) were proved to be NP-hard.[9][10]

ReferencesEdit

  1. ^ Bejeweled Readme: Credits Archived June 12, 2010, at the Wayback Machine
  2. ^ Bejeweled Readme Archived June 12, 2010, at the Wayback Machine
  3. ^ Mark Ward (March 18, 2008). "Casual games make a serious impact". BBC News. BBC. Archived from the original on March 21, 2008. Retrieved March 20, 2008.
  4. ^ Hester, Larry (October 21, 2013). "Inside Bejeweled: An Interview with Executive Producer Heather Hazen". Complex. Archived from the original on October 26, 2017. Retrieved June 7, 2017.
  5. ^ Brendan Sinclair (March 3, 2011). "Polishing Bejeweled". GameSpot. Retrieved August 5, 2015.
  6. ^ "Entry of Bejeweled on Apple's Web App listing". Apple, Inc. October 11, 2007. Archived from the original on February 10, 2011.
  7. ^ Tom Curtis (December 13, 2011). "PopCap Tries Hand At HTML5 With New Bejeweled Release". Gamasutra. Archived from the original on February 6, 2012. Retrieved February 7, 2012.
  8. ^ Cowan, Danny (May 18, 2012). "Top iPad game apps: Bejeweled HD leads paid charts in debut week". Gamesutra. UBM Techweb. Archived from the original on May 22, 2012. Retrieved May 20, 2012.
  9. ^ T. Walsh (2014). "Candy Crush is NP-Hard". arXiv:1403.1911.
  10. ^ L. Gualà; S. Leucci; E. Natale (2014). "Bejeweled, Candy Crush and other Match-Three Games are NP-Hard". arXiv:1403.5830.

External linksEdit