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    Bejeweled 3

    Game » consists of 7 releases. Released Dec 07, 2010

    The third and final main installment of PopCap's signature match-three series, featuring an updated Special Gem system and a variety of new game modes and mini-games.

    Short summary describing this game.

    Bejeweled 3 last edited by Nes on 11/27/23 08:10AM View full history

    Overview

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    Bejeweled 3 is a tile-matching puzzle game developed and published by PopCap Games for the PC and Mac on December 7, 2010, with a free limited browser version released at the same time.

    The third and final main installment of the Bejeweled series (after Bejeweled 2), Bejeweled 3 features new graphical effects, game modes, and gameplay mechanics (some of which was pulled from the spin-offs Bejeweled Twist and Bejeweled Blitz). Its main notable feature is Quest mode, which includes several mini-games utilizing the traditional Bejeweled puzzle formula.

    Like its predecessor, it received ports to the Xbox 360 and PlayStation 3, as well as mobile ports for iOS, Android, Windows Phone 8, and handheld Windows 8 devices (under the names Bejeweled, Bejeweled HD, Bejeweled Live, and Bejeweled Live+, with the iOS and Android versions being renamed Bejeweled Classic). It also received a handheld port to the Nintendo DS, as well as a video redemption adaptation for arcades utilizing a jewel-shaped custom cabinet (known simply as Bejeweled). Although this is the last mainline entry in the series, it received one last mobile spin-off with Bejeweled Stars.

    Gameplay

    Like the original, Bejeweled 3 tasks players with swapping two adjacent gems in an attempt to form one or more lines of three-or-more gems of the same color/shape. As matched lines are removed from the 8×8 playfield, additional gems fall from the top, potentially causing cascading matches. Failing to cause a match causes the gems to swap back, with the game being over if no matches can be made.

    Special Gems

    The Special Gem system from Bejeweled 2 returns, with new types of gems that can be formed (through substantial matches):

    • Star Gems are created by forming two intersecting matching lines of three or more gems (usually creating an L, T, or + shape). When matched, all gems in its row and all gems in its column are removed.
    • Flame Gems are created by forming a match of 4 gems in one line. When matched, all gems adjacent to it are removed.
    • Hyper Cubes are created by forming a match of 5 gems in one line (6-8 in the browser version). These are colorless, and swapping them with another gem removes all gems of the same type, as well as itself, off the playfield. Swapping two Hyper Cubes together completely clears the playfield.
    • Supernova Gems are created by forming a match of 6-8 gems in one line, which are only possible with cascades. When matched, it combines the Star Gem and Flame Gem effects to remove all gems adjacent to it, as well as the gems in the adjacent gems' rows and the gems in the adjacent gems' columns.

    Game Modes

    Several game modes from Bejeweled 2, including the Puzzle mode, do not return in this sequel.

    Classic

    Returning from Bejeweled 2, Classic tasks players with scoring as much as they can before they can no longer make a valid match.

    A progress bar at the bottom of the screen fills up as matches are made, which cause the player to progress to the next level (resetting the board while adding to a score multiplier).

    Zen

    Based on Endless mode from Bejeweled 2, Zen is an endless version of Classic where the board resets once players can no longer make a valid match, essentially making the game unlosable.

    This mode includes "Zen Options", allowing players to enable different settings for helping with relaxation. These include breath modulation and ambient soundscapes, with some versions also including binaural beats and subliminal mantras.

    Lightning

    Based on Bejeweled Blitz, Lighting (sometimes known as Speed) gives players a one minute countdown timer to score as much as they can.

    Special Time Gems can be matched to add extra time to the Time Extension tank, which replenishes the timer once it elapses (also adding to a score multiplier).

    Once the timer cannot be replenished, a "Last Hurrah" triggers and all Special Gems are activated, which can cascade.

    Quest

    New to the series, Quest is a single-player campaign in which players must complete 40 "mini-quests" in order to recover the five Lost Relics of Bejeweled. These mini-quests are essentially mini-games, combining the traditional gameplay with specific rules and goals:

    • Alchemy - Matching a line of gems causes the entire row or column of the same orientation of the board's background to turn gold. The objective is to turn the entire board gold before the countdown timer elapses.
    • Avalanche - Unlike other mini-quests, the game board in avalanche is not completely filled up. Instead, additional gems fall from the top on each turn. Once the board is completely filled up, the game ends. The objective is to match a certain amount of gems before the game ends.
    • Balance - A weighted pulley system surrounds the board, with one side weighted on how many red gems were matched and the other weighted on how many blue gems were matched. Over time, uneven weights pull the system in the heavier one's favor, and the game ends if either weight reaches the bottom. The objective is to match a certain amount of red and blue gems before the game ends.
    • Buried Treasure - Gems that are matched dig out the background at that spot, possibly revealing treasure hidden at certain spots of the board. The objective is to completely dig out all treasure on the board before the countdown timer elapses. A harder version of this, Sandstorm, refills the background after a certain amount of time.
    • Butterflies - Some gems at the bottom of the board become Butterflies, which swap upward once with each turn. If a Butterfly is not matched by the time it reaches beyond the top of the board, it'll be eaten by a Spider and end the game. The objective is to remove a certain amount of Butterflies from the board before the game ends.
    • Gold Rush - The bottom three rows of the board are a combination of dirt, rock, and gold nugget blocks, all of which cannot be swapped and can only be removed (or "dug") if a gem is removed adjacent to it (or through Special Gem effects). Rock blocks take multiple digs to remove, and gold nugget blocks can be mined multiple times. The objective is to mine a certain amount of gold nuggets before the countdown timer elapses.
    • Ice Storm - Columns of ice slowly rise from the bottom of the board's background, which can be pushed back downward with horizontal matches (or Special Gem effects) or shattered completely with vertical matches. If a column is filled, a second column rises over it, which ends the game if that part is filled. The objective is to clear a certain amount of gems before the game ends.
    • Poker - Players earn points by forming a five-card poker hand based on the type of gems they match. These include a Flush, 4 of a Kind, Full House, 3 of a Kind, 2 Pair, Spectrum (one of each type), and Pair. Cascades do not count towards the hand, multiple matches on a swap forms a wild card, and Special Gem effects enhance the cards with bonus points. The objective is to earn a certain amount of points within a certain amount of poker hands.
    • Stratamax - There are no special rules to this mode. The objective is to clear a certain amount of gems in a limited amount of turns.
    • Time Bomb - Certain gems are Bomb Gems, each with a countdown timer that ticks one for each turn. Once a Bomb Gem's timer elapses, the game ends. The objective is to clear a certain amount of Bomb Gems before the game ends.
    • Wall Blast - A certain chunk of the center of the board has a stone wall background, which can only be broken with the effects of Special Gems. The objective is to clear the entire wall before the countdown timer elapses.

    Poker

    Based on the mini-quest of the same name, Poker is a hidden game mode that tasks players with forming five-card poker hands based on the type of gems they match, earning points based on the hand's value.

    Unlike the mini-quest, the mode has no hand limit and scoring is adjusted. Additionally, every few hands cause a skull mark to appear on the lowest hand on the card, and forming that hand initiates a coin flip (with one of the results ending the game). These skull marks can be removed by forming high-scoring hands, which fill up an eliminator meter.

    Ice Storm

    Based on the mini-quest of the same name, Ice Storm is a hidden game mode where players have to push down (or shatter) columns of ice rising from the board's background by matching gems on the foreground.

    Unlike the mini-quest, the mode has no match limit and players are now scored. Additionally, the board has an attached water tank that fills up by pushing down or shattering ice columns. Once the tank fills up, the water is used to push down all ice columns and a score multiplier is added, at the cost of making the game harder.

    Diamond Mine

    Based on the Gold Mine mini-quest, Diamond Mine is a hidden game mode that tasks players with mining downwards on the board, collecting as much treasure as they can before the game timer elapses.

    Unlike the mini-quest, in which the board is static, the mode has players digging deeper through the dirt by clearing all dirt blocks above the second bottom-most row (at which the timer is extended and new dirt blocks are pushed upward). Clearing all dirt blocks at once awards a larger time extension. In addition, the game has no treasure limit, with players scored on the amount of treasure they dig up.

    Butterflies

    Based on the mini-quest of the same name, Butterflies is a hidden game mode that tasks players with removing rising butterfly gems before they reach beyond the top of the board.

    Unlike the mini-quest, there is no match limit and players are now scored on matched butterflies.

    Ports & Re-Releases

    Console

    The game received three console adaptations, each of which received retail releases on November 15, 2011 in North America on April 27, 2012 in Europe (the latter of which were published by Electronic Arts, which later co-published all digital releases):

    Mobile

    It also received a mobile release for iOS devices on December 7, 2011 under the title Bejeweled, with an iPad version (Bejeweled HD) released on May 17, 2012. It was originally released as a premium game, and was made free-to-play in 2013. It later received a release for Android devices on December 19, 2014, and all versions were later renamed to Bejeweled Classic (Bejeweled Classic HD for the iPad version) to differentiate it from the 2016 spin-off Bejeweled Stars.

    A successor to the mobile version of Bejeweled 2, this version does not include a Quest mode and did not include all other modes at the start (although they were added in a later patch). As a free-to-play game, later updates added several microtransaction and ad-based systems, including several in-game ads (which can be disabled through an in-game purchase), limited playtime on certain modes (which can be disabled through an in-game purchase), an ad-based continuing system, and a unique microtransaction-based power-up system known as "Boosts".

    It also received a version for Windows Phone 8 on February 18, 2013, known as Bejeweled Live+. This is notable for being a timed exclusive to Nokia Lumia phones. It also received a version for Windows 8 known as Bejeweled Live.

    Arcade

    The game also received an arcade videmption release by Sega sometime in 2012, known simply as Bejeweled. The game's unique dedicated cabinet resembles a jewel, with up to four separate touchscreen machines surrounding it. It uses the Lightning game mode, which can also be played in multiplayer.

    System Requirements

    PC

    Minimum Requirements

    • OS: Windows XP SP2 / Vista / 7
    • Processor: 1.2 GHz
    • RAM Memory: 1 GB
    • Graphics Card: 128 MB of video memory
    • DirectX®: 9.0c or higher
    • Hard Drive: 320 MB of free hard drive space
    • Sound Card: DirectX 9.0c or higher sound
    • DirectX: 9.0c

    Recommended Requirements

    • OS: Windows XP SP2 / Vista / 7
    • Processor: Pentium 3.2 GHz or Athlon 64 3200
    • RAM Memory: 1 GB
    • Graphics Card: 256 MB; Nvidia GeForce GT120 or ATI Radeon X700 series or better
    • Hard Drive: 1 GB of free hard drive space
    • Sound Card: DirectX 9.0c or higher sound
    • DirectX: 9.0c

    Mac

    Minimum Requirements

    • OS: Mac OS X 10.5 - 10.6.x
    • Processor: Intel Core Duo 1.66 GHz or better
    • RAM Memory: 1 GB
    • Graphics Card: 128 MB of video memory
    • Hard Drive: 320 MB of free hard drive space

    Recommended Requirements

    • OS: Mac OS X 10.5 - 10.6x
    • Processor: Intel Core Duo 1.66 GHz or better
    • RAM Memory: 1 GB
    • Graphics Card: 256 MB of video memory
    • Hard Drive: 1 GB of free hard drive space
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