[Coco] Jeweled demo

Roger Taylor operator at coco3.com
Sun Apr 20 17:24:05 EDT 2008


At 12:25 PM 4/20/2008, you wrote:

>General rules, easily figured out with no docs after a few minutes 
>of playing...
>
>Set of 4 jewels gets 20 points
>Set of 5 jewels gets 30, etc.
>
>Level 2, points double
>Level 3, points triple
>etc...
>
>Multiple sets gives extra bonus points
>
>The purple bonus bar at the bottom will progress using a similar 
>formula as above and the current level ends when the bar is full


I forgot to mention that also if a cascade is set off by automatic 
clears after new jewels fall into place, you get extra points in 
addition to the standard points per set.

By level 4 or 5 you're racking up hundreds of points per set, and the 
bonuses get higher for each level.  However, it's going to be hard to 
reach 65535 points.  :)  I put the game in 2-gem mode where only 2 
gems are randomized across the board and the first move sets off a 
never ending cascade that's thrilling to watch with all the 
explosions at once.  After about 15 minutes of constant collapses, 
the score finally topped out.  If you can wrap the score in the 
normal play modes, do tell.  :)
Chances are you're going to lock the board eventually by either 
making careless moves or just by luck of the draw, just like the 
original Bejeweled game.

The puzzle mode will feature different levels of gem patterns using 
2, 3, and 4 gems arranged in a way that each move will result in a 
collapse that either sets up the remaining moves or results in a 
cascade that advances the board to the remaining moves, and so 
on.  This mode is the most fun to play.

As 1 more gem type is added to the board, it gets harder to solve the 
puzzles.  You win the puzzle mode by solving all the puzzle levels, 
ofcourse.  In the real game, you can undo your moves.  I'm not sure I 
will have an undo mode or not.







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