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Bejeweled 2 is a tile-matching puzzle video game. The sequel to Bejeweled, it was developed and published by PopCap Games. In , Bejeweled 2 Deluxe was released, which includes extra game Endless is an untimed and never ending version of Bejeweled 2. The player can make moves at whatever pace they. End User Code -->The downloadable Deluxe version of Bejeweled 2 includes two more modes: .. h2">Kierkegaard's existential rumination on our impossible relation to an . The agreement ending World War I went into effect on the 11th hour of In comparison, percent of World War II veterans are women and.
The downloadable Deluxe version of Bejeweled 2 includes two more modes: Endless mode, like Action, guarantees that there will always be a valid move available, but like Classic, forgoes the timer in favor of a more relaxed pace.
In the absence of any real challenge, however, this mode tends to get boring pretty quickly, unless you're really in the mood to just switch your brain off. More successful is the new Puzzle mode, a series of "handcrafted" layouts in which the goal is to clear all the gems from the board.
While the online version of the game contains seven simple puzzles that act more as a tutorial for the game, the Deluxe version contains 80 puzzles, ranging from the mindlessly easy to the maddeningly difficult. A common mistake when considering a simple, abstract game like this is to think that the quality of its graphics and sound are somehow less important than in a blockbuster title like, say, Half-Life 2.
Bejeweled 2, however, is full of audio-visual elements that bring delight in little ways. The brightly colored gems shimmer as they wait for you to click on them, and shatter with a satisfying crashing noise when they're eliminated. The chime that accompanies the removal of a row heightens in pitch and volume during a chain reaction; a particularly long combo can change the feeling of the sound from simple acknowledgment to ecstatic celebration.
A synthesized voice shouts "Excellent! When a level is cleared, the entire screen explodes as you're "warped" to the next board. All of these features serve not as mere window dressing, but as positive reinforcement, subtle rewards for playing and doing well. Like pop songs and sitcoms, a game of Bejeweled 2 is short and kind of pointless.
But with all the best forms of ephemeral entertainment, the goal isn't fulfillment or enlightenment; the goal is simply to keep you coming back for more. Bejeweled 2's genius isn't in its depth or sophistication, but in the way it creates such an intense desire in you for something as trivial as watching pictures of gems disappear from a screen, and sustains that desire to make you feel that if you could play just a little longer, you could achieve some sort of final, comprehensive mastery over the game.
You never can, of course, but once you start playing, you'll probably forget that and try anyway. Eventually, by supplying hypercubes to save the player from running out of movesthe player's score goes over 2,, by around level with continued play. Action Action mode is similar to Classic, except that in Action mode, the score bar starts halfway full and slowly begins to retract, it starts draining faster after each level.
As the player scores, the bar gets longer. The player's score is worth more on the bar since it is timed. If the bar completely runs out, the game is over. Puzzle Puzzle Mode is made up of several different scenarios. Each scenario can be solved by clearing the level of gems by using a certain combination of moves. There are also several unique gems, including Bombs and Rocks. The player progresses by completing the puzzles on the planet. After four puzzles on the scenario are completed, the player can move on to the next scenario, or complete the current scenario by completing the last puzzle on the planet.
The player can undo a move if it was a mistake. The player can also use hints to help them. Hints will also tell the player that they need to undo a few matches up to a point where the puzzle can be solved.
Puzzle does not appear on the iOS and Android version of the game. Endless Endless is an untimed and never ending version of Bejeweled 2.
The player can make moves at whatever pace they wish, without the worry of running out of moves. The scores for various gem combinations stay constant, regardless of the level. This game is intended to be relaxing or for beginners. A popular genre with no vocal proponents Matching tile games are of interest because of their relative simplicity: As we shall see, a large number of games can be described with very few parameters, and a history of the genre can therefore serve as a model for understanding more complicated game genres.
Additionally, matching tile games are interesting in that they may be the only genre with no vocal proponents, only critics. Where playing an imported Japanese game can be construed as a sign of game competence, matching tile games are perhaps the lowest scale on the cultural ladder. Critics especially tend to complain of too many games in the sub-genre of match-three games usually referring to derivatives of Bejeweled: On the big portals, at any hour, day or night, tens or hundreds of thousands of players gather to play Hearts, Spades, Canasta, chess, backgammon and a zillion shareware match-three games.
Varney PopCap, one of the leading developers and publishers of casual games, has this to say about matching tile games: What kind of games is PopCap interested in publishing? Not just match-3 puzzle games!
PopCap Recently, some observers have expressed surprise at the fact that matching tile games are still popular. I used to preach that the world did not need another match three bubble popper [presumably Puzzle Bubble clones], Mahjong game, or card game, but all of those game types have continued to sell in the Casual game space, and are even beginning to be considered genres.
Tunnel Matching tile games are very simple games with a very limited number of rules. The rules of Bejeweled 2 can be described in very little space: If you match four gems, you will be rewarded with a power gem.
Five gems award a hyper cube. In fact, figure 2 shows the instructions of the game. Bejeweled 2 Deluxe instructions. The low status of matching tile games as manifested in the quotes above may be a result of their low barrier to entry: These games are designed to be accessible, and hence playing a matching tile game does not signal special knowledge of video games.
This does not mean that we can declare matching tile games to be "bad" games, but that they in several ways are at odds with more traditional video game ethics that demand games to be hard, challenging, and punishing.
Matching tile games and casual games At the time of writingmatching tile games are most immediately associated with the game form or distribution channel known as downloadable, casual games. While there is no commonly accepted definition of casual games, we can point to a few commonly named characteristics. Compared to traditional video games, casual games are more oriented towards women and towards audiences over Casual games are primarily downloaded by users, generally at download sizes under 10MB.
By convention, casual games target low-end and old machines. At the time of writing, new casual games still support Windows Casual games are primarily downloadable of a try-before-you-by model, where the player can typically play the full game for 60 minutes, after which the player must pay to continue playing. Game design Allow short playing sessions: Most casual games can be played in very short sessions; it takes a very short time to start a game, and it is often easy to interrupt a playing session.
This does notmean that players in actuality always play short sessions: The key is that casual games allow short play sessions, hence making it easier for players to commit to playing a game. Most casual games tend to auto-save, even if the player closes the game window, so a player can easily put down and resume a game at a later time.
Auto-save presumably makes it easier for players to play the games in many situations where more traditional gaming would not be possible - in the workplace, for example. Casual games are almost exclusively controlled by mouse. Though little hard data exists, anecdotal evidence indicates that casual gamers find it very hard to control a game using the keyboard.
Steve Meretzky says that it should be possible to state the rules of a casual game in three sentences. It must be very easy to learn to play casual games. This tends to mean that casual games are near clones of an existing game with new graphics, or that innovation happens in small incremental steps. Multiple levels of success: Most casual games generally reward the player for completing a subtask in more challenging ways.
In matching tile games, there are typically rewards for making combos several matches at the same time and for matching more tiles than is needed. Casual games tend to be designed to provide players with the experience of success very early on.
Casual games are often very easy compared to other game types, and avoid punishing the player for mistakes. A history of Matching Tile Games Can we write the history of a game genre? Some anthropological work has been done on game history: Stewart Culin's article on Mancala, the National Game of Africa Culin discusses the spread of Mancala games geographically and historically, noting differences in rules and materials used to play.
Swap Adjacent Gems to Make Sets of Three: A History of Matching Tile Games
Writing the history of matching tiles games is slightly different in that the time span is much shorter 20 years rather than thousands of yearsdeveloped mostly commercially and generally attributable to individuals as opposed to the folk game of Mancala. Matching tile games are arguably a less clearly delimited field than Mancala games, and where the development of Mancala is an integral part of the way the game is distributed, by passing on between people who innovate or misremember the rules of the game, video games are software products that can be distributed globally without being changed, but only used differently.
It is not uncommon to see mostly journalistic histories of video game genres such as real-time strategy games Gerykbut my objective here is to look a bit more closely at how history is made and used, to focus on the interplay between different developer and player perspectives on a specific genre. I have limited myself to looking at matching tile games as: Video games where the player manipulates tiles in order to make them disappear according to a matching criterion.
This delineation is artificial, but necessary to limit the scope of this paper. In addition, it is not possible to include all matching tile games in this space, so the focus is on games that have provided some type of innovation, as well as on some popular games, even those who provided little innovation.
The goal has been to trace the genre's development during the past twenty years, and to use developer and player perspectives to focus on how innovations have been introduced and been picked up by other games.
The history was developed by examining as many games as was possible, by reading developer interviews, and by soliciting comments for progressive versions of the history from developers and players. The arrows in the family tree mean two things: For all connections illustrated in the tree, it is not improbable that game developers were inspired by previous games.
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Except for a few cases, I have not verified this. From a game player's perspective, it may not matter whether actual inspiration took place: In other words, the history is a snapshot of a perception of the history of matching tile games.
Dotted lines indicate an uncertain relation. Figure 3 presents a family tree of matching tile games.
A family tree of matching tile games. Click for high resolution illustration. From the top of the diagram, there are two progenitors of matching tile games, Chain Shot figure 4, Moribe, also known as Same Game and the better known Tetris figure 5, Pajitnov and Gerasimov, We cannot rule out the existence of earlier little known matching tile video games, but we know that Tetris was an extremely successful game that spawned a number of imitators, and we can see the influence of Chain Shot at various points in the tree.
Both of these games were originally non-commercial. Tetris Pajitnov and Gerasimov, In retrospective, Chain Shot and Tetris and foreshadow several main trends in the following 21 years of matching tile game history. Both games focus on pattern matching, on the player's ability to create or identify patterns, but the two diverge on four important counts: Tetris is a timed game, putting the player under time pressure, but Chain Shot at least in many common versions affords the players infinite time to find matches.