Bejeweled Twist is the third game of the Bejeweled franchise and it got a lot of unused content below. This article contains information about beta elements and unused content related to the game Bejeweled Twist.
Early names of gems
This section is empty, meaning, there's no information in the section. You can help by adding new information.. |
Trophy Room
The Trophy Room would most likely work the same way the Badge system works in Bejeweled 3, having to do certain actions and tasks to get trophies.
Twist Shop
The Twist Shop would be where the player could buy items, either to use in Blitz mode much like Bejeweled Blitz, or to use in other modes to deal with things such as Bomb Gems or Doom Gems, somewhat like Super Collapse! 3, and would have marked the first time a shop system had been used in a Bejeweled game before Bejeweled Blitz.
Unused game modes
Action mode
Action mode would probably have been similar to Bejeweled's Timed mode and Bejeweled 2's Action mode where the level-up bar is half full and empties out over time.
Extreme mode
This mode would probably have been similar to Classic Mode with the Progress Bar taking longer to fill than normal.
Unused graphics
Fruit Gem Challenge Icon
There is one challenge icon for fruit gems. A fruit gem objective exists in the game's code, but it is unused as stated in the Unused Challenges section. It might've meant there was a fruit gem themed planet but might've been scrapped very late into development.
Challenge Score Pod Doors Animation
There are unused doors for the score pod of the ship. Oddly enough, if you were able to create a custom challenge but there was a bug in the challenge objective, the score pod would show this graphic then the game crashes.
These are more rectangular and very early buttons for the How to Play section.
"Action" and "Extreme" Leaderboard Score Titles
This is text for the leaderboard for the two unused modes, Action and Extreme. Action could've been like the mode from Bejeweled 2, and Extreme maybe as a harder Classic mode.
"More Games" Button
There exist another button for the main menu saying "MORE GAMES." This likely took you to PopCap's website (or PopCap's Steam or Origin page if you have either of those distributions of the game) to let you see more of their games like in Bejeweled 1 and 2.
"ECLIPSE" Title
The current game's Eclipse challenge title uses the Continuum font, this uses the same or a similar font used for the challenge planet titles. It can be loaded into the game by editing the challenges.xml file.
Bejeweled Leftovers
For some reason, the Bejeweled edit box is in the game files of Bejeweled Twist, likely for testing reasons. Also the texture is larger in resolution than the original game's.
Oddities
Obscured UFO Texture
Being an obscured sprite of the game, this texture isn't noticed by many. It tends to appear on a UFO sprite upon beating Level 10 of Classic Mode, although it's rather difficult to be seen.
Unused types of gems
Jason Kapalka mentioned in an interview that more types of gems were meant to be featured in Bejeweled Twist. These include what would have been more Special Gems and "bad gems." According to Jason Kapalka, these types of gems were scrapped because the game was becoming too complicated. Although these types of gems ultimately went unused, evidence of them can be found inside the game files and by modifying certain documents it is even possible to make the unused gems appear in the game as normal. However, because these types of gems were scrapped during development, some of their respective characteristics remain incomplete, causing the unused gems to behave somewhat incorrectly in the game.
Another interview with Jason Kapalka mentions that two additional types of "bad gems" named Pollution Gems and Radiation Gems were also meant to be featured in Bejeweled Twist. Although these types of gems ultimately went unused as well, evidence of these gems cannot be found anywhere inside the game files, suggesting that these types of gems were scrapped quite early during development.
Ice Gems
- Main article: Ice Gem
The Ice Gem was a type of Special Gem, created by making an "X" with five gems of the same color.
Skull Gems
- Main article: Skull Gem
The Skull Gem was a type of "bad gem" that was meant to appear in the later levels of Classic mode.
Angel Gems
- Main article: Angel Gem
The Angel Gem was another type of Special Gem, created making a plus shape (+) with gems of the same color.
Unused "intro" notifications
Score Mulitipliers
In Blitz Mode Increase Your Multipliers By 1
Skull Gem
Shards
Fruit Gem
Ice Gem
Unused musics
In the music files and XML files of Bejeweled Twist, multiple unused tracks can be found.
Trophy Room
Trophy Room is an unused feature in Bejeweled Twist, as mentioned above. A track can also be found for this feature, and it is named TROPHYROOM by the XML. However, it went unused, although it can be found in the game files, and information for the file can be found.
Wheel
There are two other tracks that exist in the Bejeweled Twist music files. Both are unused and it's not known what they were supposed to be used for. All that is known about them is that they are both related to a "wheel" because the tracks are named "WHEELINTRO" and "WHEELSCORE". WHEELSCORE loops and is only 6 seconds long, suggesting that the "wheel" in question could be a spinner, like the bomb disarm process.
Win
This track probably could have played when a challenge was completed. It is simply known as "WIN" in the files and is almost the same length as the lose sound, implying that it was used for that purpose.
High Score
This was supposed to play when a high score was achieved, but was cut for unknown reasons. It was known in the game as "HIGHSCORE"
Bonus Round
This was supposed to play during a Bonus Level, possibly in Classic Mode. The track is named "BONUSROUND"
Unknown Track
There are two module files that both store separate types of music: One stores Classic Mode and UI music (and the unused tracks mentioned above) whilst the other stores Blitz, Challenge, and Fruit Bonus music. In the latter, an unused track is present. What is odd about this particular file is that it cuts off prematurely. It is 15 seconds long but does not loop at any point. Because of this, its possible that the track is incomplete. There is no information in the game files on this track, making it more likely that it was scrapped during composition and could not be added into the game.
Unused sound effects
This section is empty, meaning, there's no information in the section. You can help by adding new information.. |
Unused tutorial messages
"You've graduated basic training! Time to start your first game!"
Apparently this used to be the text message players received when they completed the tutorial level.
"What's this? This SKULL is chomping thru your gems! Destroy it before it hits the bottom!"
When a Skull Gem is seen for the first time on the game board
"Ouch! One of your SHARDS was destroyed! Be careful, if you lose them all, the game's over..."
When a Skull Gem or an unsuccessfully defused Bomb Gem makes you lose one of your eight shards - Shards were scrapped. They could have the same function as the lawnmowers of Plants vs. Zombies.
Unused Configuration Files
In properties directory there are some unused XML files. config_locksmith.xml contains the settings that make Lock Gems appear frequently. While the final game doesn't have a Challenge named "Locksmith", it is possible that the game once had missions that involve Lock Gems.
The following is an example challenge that makes use of config_locksmith.xml:
<challenge> <description>"Destroy as many Lock Gems as possible in 3 minutes"</description> <counttitle> "Lock Gems" </counttitle> <bestscore> 20 </bestscore> <rules> "LockGems>=0, Time<3, CONFIG='properties/config_locksmith.xml', nightmode"</rules> </challenge>
There is also an unused gamemode that uses config_casual which can be accessed when modifying any 'savegame_*' files by changing the gamemode byte value (offset 0x04) to zero. Casual gamemode seems to be an easier version of Classic Mode with larger minimum bomb values and Doom gems are not included. One more curious effect when playing on casual mode is that you can't hear any music. Bejeweled Twist will make a new savegame_casual when quitting from the modified saved game playthrough.
Unused text
Internal Web Server Text
\\\\sea-popshare\\sandbox\\Game Builds\\BejeweledTwist\\twistdumps_beta4\\ %s_%s.csv
ResourceMan2 Generation Text
The way PopCap internally creates a resources.xml file for locating the game content has been changed, providing this string on every compilation, suggesting a new internal tool was used to generate these files for this game and their later games.
Fragments
Strings are found in the game executable. Laser Gem is the initial name for a Lightning Gem (Twist) or Star Gem (3).
TimeFreezeMatchCount LaserGemCascades BonusRoundLevelGap
donedescription
Challenge mode's XML Document, named "challenges", contains an unused property for the challenges called donedescription. The unused property would have changed the description of a puzzle to indicate that the puzzle has been successfully completed. For example, completing the first puzzle of the challenge Detonator would have changed the description of the puzzle from "Destroy 8 gems in 1 move" to "You destroyed 8 gems." A possible reason for why the property went unused is because it may have been replaced by the "CHALLENGE COMPLETE" message that appears whenever a puzzle is successfully completed.
You destroyed # gems You destroyed # gems without Lightning You made 3 red matches in a row You made 4 orange matches in a row You made 5 yellow matches in a row You made 6 green matches in a row You made 7 blue matches in a row You made 8 white matches in a row You made 9 violet matches You destroyed # coals in 1 move You destroyed # coals without Lightning You created a x# chain You created a x# chain in 5 minutes You made a x# cascade You cleared x# gems with no Flame or Lightning You got # green gems onscreen You got # red gems onscreen You got # blue gems onscreen You got # white and # red gems onscreen You got # yellow gems onscreen You got # red and # blue gems onscreen You got # green, # blue and # red gems onscreen You detonated # Flame Gems in # You detonated # Flame Gems in 1 move You cleared # gems in # moves You triggered # Lightning Gems in 1 move You triggered # Flame and # Lightning Gems in 1 move You cleared # gems in # You survived # turns You detonated # Lightning Gems in # You detonated # Lightning Gems in 1 move You created # Flame Gems in 1 move You created # Flame and # Lightning Gems in 1 move You created # Lightning Gems in 1 move You created a # gem match You created an # gem match
The number sign symbol (#) included in some of the messages represents an amount of different variables such as gems, moves, or time.
It is currently unknown if it is possible to make any of the "donedescription" messages appear in the game as normal, as the settings for the unused property are no different than those of the other properties for the challenges.
Although the "donesdescription" messages went unused, they were translated for other regional versions of Bejeweled Twist (which also go unused).
Variable Replacement
The programming for handling the "#" symbols in messages partially exists in the game, and can be seen by copy-pasting the donedescription property to description property. The following code is an example of Chain Reaction 1:
<challenge> <description> "You created a x# chain"</description> <counttitle> "Chains" </counttitle> <donedescription> "You created a x# chain"</donedescription> <rules> " MaxChain>=15 " </rules> </challenge>
The programming of it only exists for the following challenges. All other missions crash the game when you hover your mouse-cursor on challenges.
- Chain Reaction
- Preserver
- Firestorm (except for "detonate X Flame Gems in 1 move in 5 minutes" missions)
- Survivor
- Voltage (except for "detonate X Lightning Gems in 1 move in 5 minutes" missions)
Challenge Description Fragments
There are several fragments of challenge descriptions in the exe file. It suggests that the game could have generated the challenge descriptions automatically. In the final game, the challenge descriptions are written directly to the properties/challenges.xml, and if the description property is missing the game will leave the description blank.
%d point %d counter gem with no countdown gems %d devil gem %d skull gem without matching skull gems %d fruit gem %d angel gem %d ice gem without matching ice gems %d lightning gem without matching lightning gems %d flame gem without matching flame gems %d match%s without chained moves with no shards lost %d gem in %d moves in more than %d moves in one move in %d minute%s Match Score Make a match of at level after level by level Reach level Make a chain of
Night Mode Unlocked Message
There is an unused message regarding unlocking the "Night Mode". Night Mode is the internal name of Eclipse challenges, but none of them are speedrun mode. The final game does not display any special messages upon completing all challenges.
NIGHT MODE UNLOCKED You've unlocked the Challenge Night Mode! Each planet now only has one challenge. How fast can you complete it?
Old Statistics Screen Text
Unused text for the statistics screen exists in the game's executable file, which includes text for the scrapped special gems. The final game only records total points, best single move score, total gems destroyed, and so on.
SUPERNOVAS CASCADES BLUE GEMS ORANGE GEMS PURPLE GEMS YELLOW GEMS GREEN GEMS WHITE GEMS RED GEMS COAL GEMS TOTAL POINTS TOTAL LOCK GEMS MATCHED TOTAL COUNTER GEMS MATCHED TOTAL SKULL GEMS MATCHED TOTAL FRUIT GEMS MATCHED TOTAL DEVIL GEMS MATCHED TOTAL ANGEL GEMS MATCHED TOTAL ICE GEMS MATCHED TOTAL LIGHTNING GEMS MATCHED TOTAL FLAME GEMS MATCHED TOTAL GEMS MATCHED TOTAL GEMS CLEARED TOTAL FRUIT POINTS TOTAL COAL POINTS TOTAL FLAME POINTS TOTAL LIGHTNING POINTS CUMULATIVE POINT MULTIPLIER RANK POINTS FIRST 3X LEVEL FIRST 2X LEVEL WHEEL FIRST LEVEL WHEEL SPINS DEATHS BY COUNTER DEATHS BY SKULL DEATHS BY DEVIL SHARDS COUNTERED SHARDS SKULLED FIRST SHARD LOST LEVEL TOTAL SHARDS LOST BIGGEST CASCADE BIGGEST CHAIN TOTAL MATCHES FIRST ANGELGEM LEVEL FIRST LIGHTNING GEM LEVEL FIRST FLAMEGEM LEVEL FIRST ICEGEM LEVEL TOTAL TIME (SEC) TOTAL BAD MOVES TOTAL MOVES BEST MOVE (POINTS) BEST MOVE (GEMS) MEGAMATCHES BIGGEST MATCH COLOR BIGGEST MATCH LOCK GEMS COUNTER GEMS SKULL GEMS FRUIT GEMS MADE ANGEL GEMS MADE ICE GEMS MADE FLAME GEMS MADE LIGHTNING GEMS MADE x10+ CHAINS x9 CHAINS x8 CHAINS x7 CHAINS x6 CHAINS x5 CHAINS x10+ CASCADES x9 CASCADES x8 CASCADES x7 CASCADES x6 CASCADES x5 CASCADES LONGEST ACTION GAME LONGEST CLASSIC GAME LONGEST CASUAL GAME PUZZLE GAMES ZEN GAMES ACTION GAMES CLASSIC GAMES CASUAL GAMES
Early Mode Names
There is an early list of mode names which does not match with the one in the Old Statistics Screen Text or the final game's roster.
TIMED MODE FREE MODE PUZZLE MODE CREATING MODE
There is also text for saving and editing the "puzzles", which might have been used in the Creating Mode.
PUZZLE %d SAVED EDIT
Unused Tutorial Fragments
Several tutorial fragments can be found in tutorial.txt.
//title "Lesson 2\nA Fiery Friend" //levelup
Tutorial Completion
textbox "You've ^00ff00^graduated^ffffff^ basic training! \n Time to start your first game!" vcenter graduate textbox "You've ^00ff00^graduated^ffffff^ basic training! \n Time to start your first game!" vcenter graduate textbox "You've ^00ff00^graduated^ffffff^ basic training! \n Time to start your first game!" vcenter graduate textbox "You've ^00ff00^graduated^ffffff^ basic training! \n Time to start your first game!" vcenter graduate
A much more different completion text than the final game's, and for some reason this text is duplicated 3 more times.
Skull Gem
One of the skull gem text was already mentioned in the unused gems section, but there was another system that was also going to be explained in the tutorial called "Shards."
//pointat shards //textbox "If the Skull reaches the bottom, it will destroy one of your Shards!" 6,1 end
Shards were possibly some sort of lives system, sort of like the lawn mowers in PvZ.
Shard System
:shardloss pointat shards textbox "Ouch! One of your ^ffff00^SHARDS^ffffff^ was destroyed!" 7,1 textbox "Be careful, if you lose them all, the game's over..." 7,1 end
Apparently Skull gems weren't the only one to destroy shards, bomb gems could too, which meant if you don't successfully disarm a bomb, you only lose a shard.
Action Mode's Game Configuration
Action still has an XML for it's game mode still left in the final release.
<Properties> <Integer id="GameRows"> 8 </Integer> <Integer id="GameColumns"> 8 </Integer> <Integer id="CounterFirstLevel"> 2 </Integer> <Integer id="CounterBase"> 18 </Integer> <Boolean id="CounterTurnBased"> false </Boolean> <Integer id="CounterLevelsBetweenChange" > 2 </Integer> <Integer id="CounterChange"> -1 </Integer> <Integer id="CounterFirstChangeLevel"> 6 </Integer> <Integer id="CounterMin"> 10 </Integer> <Integer id="CounterValueFirstLevel"> 2 </Integer> <Integer id="CounterValueBase"> 15 </Integer> <Integer id="CounterValueLevelsBetweenChange" > 2 </Integer> <Integer id="CounterValueChange"> -1 </Integer> <Integer id="CounterValueFirstChangeLevel"> 4 </Integer> <Integer id="CounterValueMin"> 8 </Integer> <Integer id="CounterValueMax"> 20 </Integer> <Integer id="BadGemsOnBoardMaxFirstLevel"> 1 </Integer> <Integer id="BadGemsOnBoardMaxBase"> 3 </Integer> <Integer id="BadGemsOnBoardMaxChange"> 1 </Integer> <Integer id="BadGemsOnBoardMaxLevelsBetweenChange" > 3 </Integer> <Integer id="BadGemsOnBoardMaxFirstChangeLevel"> 6 </Integer> <Integer id="BadGemsOnBoardMaxMax"> 15 </Integer> <Integer id="LevelUpPointsFirstLevel"> 1 </Integer> <Integer id="LevelUpPointsBase"> 2000 </Integer> <Integer id="LevelUpPointsChange"> 300 </Integer> <Integer id="AmnestyGemCount"> 8 </Integer> <Integer id="LockGemFirstLevel"> 6 </Integer> <Integer id="LockGemBase"> 16 </Integer> <Boolean id="LockGemTurnBased"> true </Boolean> <Integer id="LockGemLevelsBetweenChange" > 3 </Integer> <Integer id="LockGemChange"> -1 </Integer> <Integer id="LockGemMin"> 5 </Integer> <Integer id="SkullsFirstLevel"> 9 </Integer> <Integer id="SkullsBase"> 30 </Integer> <Boolean id="SkullsTurnBased"> true </Boolean> <Integer id="SkullsLevelsBetweenChange"> 3 </Integer> <Integer id="SkullsChange"> -1 </Integer> <Integer id="SkullsMin"> 10 </Integer> <Integer id="DevilFirstLevel"> 12 </Integer> <Integer id="DevilBase"> 100 </Integer> <Integer id="DevilChange"> -1 </Integer> <Boolean id="DevilTurnBased"> false </Boolean> <Integer id="DevilLevelsBetweenChange" > 1 </Integer> <Integer id="DevilMin"> 20 </Integer> <Integer id="DevilValueFirstLevel"> 1 </Integer> <Integer id="DevilValueBase"> 10 </Integer> <Integer id="DevilValueChange"> -1 </Integer> <Integer id="DevilValueLevelsBetweenChange" > 1 </Integer> <Integer id="DevilValueMin"> 10 </Integer> <Integer id="ModeMultiplier"> 3 </Integer> <Boolean id="IceGemsAllowed"> true </Boolean> </Properties>
Diamond Mine Leftovers
<!-- Board.cpp --> <String id="EXCELLENT">EXCELLENT!</String> <String id="NO_MOVES">NO MOVES!</String> <String id="LEVEL">LEVEL %d</String> <String id="GO">GO!</String> <String id="TIME_UP">TIME UP!</String> <String id="GAME_PAUSED">***GAME PAUSED ***</String> <String id="CLICK_HERE_TO_CONTINUE">Click Here to Continue!</String> <!-- HighScoreDialog.cpp --> <String id="HSDLG_HIGH_SCORES">HIGH SCORES</String> <String id="HSDLG_DONE">DONE</String> <String id="HSDLG_NORMAL">NORMAL</String> <String id="HSDLG_TIMED">TIMED</String> <String id="HSDLG_TODAYS_HIGH_SCORE">TODAY'S HIGH SCORE</String> <String id="HSDLG_EMPTY">- Empty -</String> <String id="HSDLG_ALL_TIME_HIGH_SCORES">ALL TIME HIGH SCORES</String> <!-- HighScoreWidget.cpp --> <String id="HSWIDGET_CLICK_HERE_TO_PLAY_AGAIN">CLICK HERE TO PLAY AGAIN</String> <String id="HSWIDGET_TIP0">TIP- You can click and drag a gem instead of clicking twice</String> <String id="HSWIDGET_TIP1">TIP- Fill the bonus bar to proceed to higher-scoring levels</String> <String id="HSWIDGET_TIP2">TIP- Make cascades of chain-reacting gems for extra points</String> <String id="HSWIDGET_TIP3">TIP- Create rows of 4 or 5 gems for extra points</String> <String id="HSWIDGET_TIP4">TIP- Complete 2 rows with one move for bonus points</String> <String id="HSWIDGET_TIP5">TIP- Replenish the bonus bar in Timetrial by scoring combos</String> <String id="HSWIDGET_TIP6">TIP- You can click and drag a gem to swap it with another</String> <String id="HSWIDGET_TIP7">TIP- Press any key to pause the game in Timetrial mode</String> <String id="HSWIDGET_TIP_DEFAULT">TIP- Visit us online at www.popcap.com for more games!</String> <String id="HSWIDGET_HIGH_SCORE_OF_THE_DAY_PLACEMENT_PREFIX">You got the highest score of&cr;the day! For all time, your place was</String> <String id="HSWIDGET_HIGH_SCORE_OF_THE_DAY_PLACEMENT_SUFFIX">!&cr;&cr;Would you like to register so&cr;you can record your score?</String> <String id="HSWIDGET_HIGH_SCORE_OF_THE_DAY_REGISTRATION_DIALOG">You got the highest score&cr;of the day!&cr;&cr;Would you like to register so&cr;you can record your score?</String> <String id="HSWIDGET_HIGH_SCORE_OF_ALL_TIME_REGISTRATION_DIALOG_PREFIX">You got place </String> <String id="HSWIDGET_HIGH_SCORE_OF_ALL_TIME_REGISTRATION_DIALOG_SUFFIX">in the All-Time Scores!&cr;&cr;Would you like to register so&cr;you can record your score?</String> <String id="HSWIDGET_HIGH_SCORE_OF_ALL_TIME_PLACEMENT_PREFIX">You got the highest score of&cr;the day! In the All-Time Scores, you made place </String> <String id="HSWIDGET_HIGH_SCORE_OF_ALL_TIME_PLACEMENT_SUFFIX">!</String> <String id="HSWIDGET_BEST_TODAY">You got the highest score&cr;of the day!</String> <String id="HSWIDGET_SCORE_PLACEMENT_PREFIX">In the All-Time Scores you made place </String> <String id="HSWIDGET_SCORE_PLACEMENT_SUFFIX">!</String> <String id="HSWIDGET_GAME_OVER">GAME OVER</String> <String id="HSWIDGET_GAME_DURATION">GAME DURATION</String> <String id="HSWIDGET_GEMS_CLEARED">GEMS CLEARED</String> <String id="HSWIDGET_LONGEST_CASCADE">LONGEST CASCADE</String> <String id="HSWIDGET_BEST_SINGLE_MOVE">BEST SINGLE MOVE</String> <String id="HSWIDGET_HIGH_SCORES">HIGH SCORES</String> <String id="HSWIDGET_NORMAL">NORMAL</String> <String id="HSWIDGET_TIMED">TIMED</String> <String id="HSWIDGET_TODAYS_HIGH_SCORE">TODAY'S HIGH SCORE</String> <String id="HSWIDGET_EMPTY">- Empty -</String> <String id="HSWIDGET_ALL_TIME_HIGH_SCORES">ALL TIME HIGH SCORES</String> <!-- OptionsDialog.cpp --> <String id="OPTIONSDLG_OPTIONS">Options</String> <String id="OPTIONSDLG_DONE">Done</String> <String id="OPTIONSDLG_HELP">Help</String> <String id="OPTIONSDLG_REGISTER">Register</String> <String id="OPTIONSDLG_HIGH_SCORES">High Scores</String> <String id="OPTIONSDLG_CLICK_HERE_TO_TRY_ALCHEMY">Click Here to Try Alchemy</String> <String id="OPTIONSDLG_VISIT_POPCAP_FOR_MORE_GAMES">Visit PopCap.com For More Games</String> <String id="OPTIONSDLG_CHECK_FOR_UPDATES">Check for Updates</String> <String id="OPTIONSDLG_MUSIC">Music</String> <String id="OPTIONSDLG_SOUND_FX">Sound Fx</String> <String id="OPTIONSDLG_FULLSCREEN">Fullscreen</String> <String id="OPTIONSDLG_CUSTOM_CURSORS">Custom Cursors</String> <!-- RecordScoreDialog.cpp --> <String id="RECORDSCOREDLG_HIGH_SCORE">High Score</String> <String id="RECORDSCOREDLG_ENTER_YOUR_NAME">Enter Your Name</String> <!-- RegisterDialog.cpp --> <String id="REGISTER_DIAMOND_MINE">REGISTER DIAMOND MINE</String> <String id="REGISTER_BEJEWELED">REGISTER BEJEWELED</String> <String id="CLICK_HERE_TO_REGISTER_ONLINE">Click here to register online</String> <String id="WEB_BROWSER_WILL_OPEN_NOTICE1">Note - This will open a browser window.</String> <String id="WEB_BROWSER_WILL_OPEN_NOTICE2">When you have registered, enter your</String> <String id="WEB_BROWSER_WILL_OPEN_NOTICE3">registration information below.</String> <String id="REGISTERED_NAME">Registered Name</String> <String id="LICENSE_CODE">License Code</String> <!-- TitleScreen.cpp --> <String id="YOU_MUST_REG1">You must register online now to continue playing Diamond Mine!</String> <String id="YOU_MUST_REG2">You must register online now to continue playing Bejeweled!</String> <String id="UNREGISTERED1">UNREGISTERED VERSION - YOU HAVE PLAYED %d TIMES</String> <String id="UNREGISTERED2">UNREGISTERED VERSION</String> <String id="THANKS_FOR_REGISTERING">THANKS FOR REGISTERING!</String> <String id="VERSION">Version</String> <String id="CLICK_HERE_TO_PLAY">CLICK HERE TO PLAY!</String> <String id="REGISTER_NOW_TO_REMOVE_THIS_DELAY">REGISTER NOW TO REMOVE THIS DELAY!</String> <String id="CLICK_HERE_TO_QUIT">CLICK HERE TO QUIT</String> <String id="CLICK_HERE_TO_REGISTER_NOW">CLICK HERE TO REGISTER NOW!</String> <!-- WinDMApp.cpp --> <String id="URL_OPEN_ERROR1">Please open the following URL in your browser:&cr;</String> <String id="URL_OPEN_ERROR2">&cr;&cr;For your convenience, this URL has already been copied to your clipboard.</String> <String id="OPEN_BROWSER">OPEN BROWSER</String> <String id="OPENING_BROWSER">Opening Browser ...</String> <String id="REGISTRATION_INVALID_DIALOG1">Registration Invalid</String> <String id="REGISTRATION_INVALID_DIALOG2">The registration number you entered is not valid for that name.&cr;&cr;Make sure the name and registration number are entered correctly.</String> <String id="REGISTRATION_INVALID_DIALOG3">OK</String> <String id="HIGH_SCORE">High Score</String> <String id="CONFIRM_LOAD_DIALOG1">Continue Old Game?</String> <String id="CONFIRM_LOAD_DIALOG2">Do you want to continue your last game? Your position was saved when you quit. If you do not continue now, that game will be lost.</String> <String id="UPDATES">Updates</String> <String id="DO_YOU_WANT_TO_CHECK_FOR_UPDATES_TO_DIAMOND_MINE">Do you want to check for updates and expansion packs for Diamond Mine 2? </String> <String id="DO_YOU_WANT_TO_CHECK_FOR_UPDATES_TO_BEJEWELED">Do you want to check for updates and expansion packs for Bejeweled 2? </String> <String id="UPDATES_DESC">New versions may offer new features and bug fixes. This requires an active Internet connection.</String> <String id="NEWGAMEDIALOG1">New Game</String> <String id="NEWGAMEDIALOG2">Are you sure you want to end&cr;the current game?</String> <String id="CONFIRMNORMALMODE1">Normal Mode</String> <String id="CONFIRMNORMALMODE2">You must end the current game&cr;to switch to normal mode. Ok?</String> <String id="CONFIRMTIMEDMODE1">Timed Mode</String> <String id="CONFIRMTIMEDMODE2">You must end the current game&cr;to switch to timed mode. Ok?</String> <String id="CONFIRMQUIT1">Are you sure you want to&cr;quit the game?</String> <String id="CONFIRMQUIT2">&cr;&cr;Your current game in progress&cr;will be saved so you can&cr;continue next time.</String> <String id="QUIT">Quit</String> <String id="INSTRUCTIONDIALOG">Swap adjacent gems to create rows of 3 or more!</String> <String id="DONE">DONE</String> <String id="COLOR_DEPTH_EXPLANATION1">No Windowed Mode</String> <String id="COLOR_DEPTH_EXPLANATION2">Windowed mode is only available if your desktop is running in either 16 bit or 32 bit color mode, which it is not.</String> <String id="YOU_HAVE_PLAYED_DIAMOND_MINE_D_TIMES">You have played Diamond Mine %d times!&cr;&cr;</String> <String id="YOU_HAVE_PLAYED_BEJEWELLED_D_TIMES">You have played Bejeweled %d times!&cr;&cr;</String> <String id="YOU_ARE_A_DIAMOND_MINE_AHOLIC">You are a Diamond Mine-aholic!&cr;&cr;</String> <String id="YOU_ARE_A_BEJEWELAHOLIC">You are a Bejewelaholic!&cr;&cr;</String> <String id="LOOKS_LIKE_YOU_ARE_ADDICTED">Looks like you are addicted!&cr;&cr;</String> <String id="ARE_YOU_GETTING_HOOKED">Are you getting hooked?&cr;&cr;</String> <String id="LOADING_NAG">Register online to remove the loading delay and this screen. Registering also unlocks the High Score feature, so you can record your best scores!&cr;&cr;Register now?</String> <String id="REGISTER_NOW">Register Now</String>
Unused Challenge Objectives
Matches: Represents the amount of gem matches that need to be made. L and T shaped matches count as two matches in a row and cascades count towards the matches goal.
MaxCascade: This probably is the amount of maximum cascades that are allowed. MaxCascade with the Onemove rule does not display your challenge progression in real time.
LockGems: Represents the amount of Locked Gems that need to be broken.
ShardsLost: This probably was an objective to prevent the player from losing no more than the specified amount of Shards. Since Shards were scrapped from the game, this objective's score always stays at zero.
BiggestMatchColor: Represents the color gem used in the biggest match. If used with Enigma's BiggestMatch and OneMove, the game only registers the highest number of gems in a single match for the specified color. Values range from 0-6 depending on the gem color.
SkullGems: Represents the amount of Skull Gems that need to be destroyed. This objective indeed works, but since Skull Gems crashes the game when matched, this objective can't be fulfilled by normal means.
Level: Represents the amount of levels that need to be advanced. Its value count is locked at 2, and it doesn't correctly work as level up doesn't occur in Challenge Mode.
DevilGems: Represents the amount of Doom Gems that need to be destroyed.
AngelGems: Represents the amount of Angel Gems that need to be cleared. This objective indeed works, but since Angel Gems crashes the game when matched, this objective can't be fulfilled by normal means.
CountdownGems: Represents the amount of Bomb Gems that need to be defused.
FruitGems: Represents the amount of Fruit Gems that need to be cleared. This objective technically works if the player makes changes on the hex values of a challenge planet's save file using HxD or LDinos' Bejeweled Twist Save Editor.
IceGems: Represents the amount of Ice Gems that need to be cleared. This objective properly works if the player makes the necessary alterations on the tutorial.txt and config.xml files.
CONSTANTCOUNTERS: This option forces the game to constantly spawn a Bomb Gem whenever one is defused, just like Chain Reaction Eclipse and Survivor's constantdoom option. There is a chance that this option would work incorrectly, which will spawn Bomb Gem each time the player makes a match, regardless there's Bomb Gem onboard or not.
OrangeGems and PurpleGems: These are the unused gem types in Preserver's challenges. If the Onboard option is enabled, the game correctly displays the gems' color and shapes.
Unused planet textures
Two textures named planet_inferno and cloud_inferno can be found inside the game files. The textures are for a planet meant to represent a challenge called Inferno (according to their names), but no challenge by that name exists in Challenge mode. The textures may have once belonged to the planet that represents the challenge Firestorm, as "Firestorm" and "Inferno" are very close synonyms. However, it is possible that Inferno was an entirely different challenge and not just an "early version" of Firestorm. The sky texture "cloud_inferno" is actually the same "cloud" texture the planet that represents Firestorm uses under a different name.
By modifying Challenge mode's XML Document, it is possible to make the unused textures appear in the game as normal (as shown by the image to the left). This can be done by changing the layer0
and layer1
settings of any challenge to planet_inferno
and cloud_inferno
respectively.
It is worth noting that the challenge Firestorm is known as Inferno in the Italian version of Bejeweled Twist, but the planet that represents the challenge in that version of the game still uses Firestorm's textures.
Chain Reaction's original name
It seems that the original name of Chain Reaction (one of Challenge mode's challenges) was Chain Gang, according to an unused challenge title found inside the game files. The color of the unused challenge title is pale red, which is the same color as Chain Reaction's challenge title. The theory that Chain Gang was the original name of Chain Reaction is further supported by the fact that the names of the textures used for the planet that represents Chain Reaction in Challenge mode are "planet_chain_gang" and "cloud_chain_gang" respectively.
By modifying Challenge mode's XML Document, it is possible to make the unused challenge title appear in the game as normal (as shown by the image to the left). This can be done by changing the Category id
setting of any challenge to CHAIN_GANG
.
Although the challenge title of Chain Gang went unused, it interestingly has different names in other regional versions of Bejeweled Twist (all of which are also unused in their respective version of the game). Featured below are the unused challenge titles in different languages along with English translations of those names.
Language | Name | Meaning |
---|---|---|
Japanese | チェーンギャング | Chain Gang |
Spanish | Cadena perpetua | Life Imprisonment |
French | Super chaîne | Super Chain |
German | Superkette | Super Chain |
Italian | Supercatena | Super Chain |
Portuguese | Gang da cadeia | Chain Gang |
Chinese | 連鎖群 Liánsuǒ qún |
Chain Gang |
Locksmith the Planet
Inside the "properties" folder are XML Documents for some of Challenge mode's challenges. Among the XML Documents is one named config_locksmith. Its contents (shown below) include various settings for Locked Gems. Given by the fact that no challenge by the name of Locksmith appears in Challenge mode, it seems that this XML Document belongs to a scrapped challenge and its puzzles would have involved Locked Gems. It is currently unknown if the puzzles of the unused challenge involved clearing Locked Gems within a time limit, a move limit, or even clearing them at all.
<Properties> <!-- LOCK GEMS --> <!-- what is the first level they appear on? --> <Integer id="LockGemFirstLevel"> 3 </Integer> <!-- what is the value for that first level --> <Integer id="LockGemBase"> 5 </Integer> <!-- does this value decrement based on turns or gems? --> <Boolean id="LockGemTurnBased"> true </Boolean> <!-- how many level ups until the value changes --> <Integer id="LockGemLevelsBetweenChange" > 3 </Integer> <!-- what is the change to the value? --> <Integer id="LockGemChange"> -1 </Integer> <!-- what is the minimum the value can be? --> <Integer id="LockGemMin"> 3 </Integer> </Properties>
While the XML Document for Locksmith exists, no specific graphics for the unused challenge and no information about any of the challenge's puzzles can be found inside the game files.
By editing Challenge mode's XML Document, it is possible to make Locksmith appear in the game as if it were in the game all along. An example of Locksmith can be found on YouTube [1] and an example configuration can be found on the Locksmith page.
A different ranking system
Inside the "properties" folder is a Text Document named ranksold. Its contents (shown below) include a list of ranks with number values — ranging from 0 to 8,000,000 — next to each rank. Most of the ranks in this list do not exist in the game, and the ranks that do exist are listed in a different order from that of the actual list of ranks. It seems that the ranks in Bejeweled Twist were originally awarded when enough points of a certain rank were earned, similar to how the ranks are awarded in Bejeweled Blitz and Bejeweled 3.
"Trainee", 0 "Newbie", 50000 "Junior Rotator", 100000 "Rotator", 150000 "Senior Rotator", 200000 "Electro Spinner", 275000 "Spinner", 350000 "Chain Spinner", 425000 "Blast Spinner", 600000 "Senior Spinner", 800000 "Twister", 1000000 "Pyro Twister", 1250000 "Twister Plus", 1500000 "Master Twister", 1750000 "Cryo Spinner", 2000000 "Junior Gemspinner", 2300000 "Electro Gemspinner", 2600000 "Gemspinner", 2900000 "Pyro Gemspinner", 3500000 "Senior Gemspinner", 4000000 "Divine Spinner", 4500000 "Junior Bejeweler", 5000000 "Electro Bejeweler", 5500000 "Bejeweler", 6000000 "Cryo Bejeweler", 6500000 "Super Rotator", 7000000 "Fruit Spinner", 7500000 "Super Twister", 8000000 "Super Bejeweler", 8000000 "Mega Rotator", 8000000 "Mega Spinner", 8000000 "Pyro Twister", 8000000 "Mega Bejeweler", 8000000 "Pyro Rotator", 8000000 "Angelic Twister", 8000000 "Ultra Spinner", 8000000 "Ultra Twister", 8000000 "Ultra Bejeweler", 8000000 "Hyper Rotator", 8000000 "Hyper Spinner", 8000000 "Hyper Twister", 8000000 "Shock Bejeweler", 8000000 "Twistmaster", 8000000 "Twistmaster Plus", 8000000 "Super Twistmaster", 8000000 "Twistmaster Mega", 8000000 "Twistmaster Enduro", 8000000 "Twistmaster Ultra", 8000000 "Twistmaster Hyper", 8000000 "Twistmaster Giga", 8000000 "Twistmaster Supreme", 8000000 "Twistwizard Alpha", 8000000 "Twistwizard Beta", 8000000 "Twistwizard Delta", 8000000 "Twistwizard Omega", 8000000 "Twistwizard Supreme", 8000000 "Junior Spinmaster", 8000000 "Cryo Fruitmaster", 8000000 "Pyro Fruitmaster", 8000000 "Spinmaster Supreme", 8000000 "Jewelkeeper 3rd class", 8000000 "Jewelkeeper 2nd class", 8000000 "Jewelkeeper 1st class", 8000000 "Master Jewelkeeper", 8000000 "Junior Gemmaster", 8000000 "Gemmaster", 8000000 "Senior Gemmaster", 8000000 "Gemmaster Supreme", 8000000 "Twist Hero", 8000000 "Super Twist Hero", 8000000 "Mega Twist Hero", 8000000 "Ultra Twist Hero", 8000000 "Hyper Twist Hero", 8000000 "Ultimate Twist Hero",8000000 "Twist Hero Supreme", 8000000 "Overlord of Twisting", 8000000 "Sultan of Spin", 8000000 "Gem General", 8000000 "Gem King", 8000000 "Ultimate Gem Master", 8000000 "Gem Master Supreme", 8000000
It is worth noting that some of the ranks in the unused Text Document include names such as "Cryo Bejeweler" and "Angelic Twister", which may be possible references to the unused Ice Gem and Angel Gem, similar to how some of the actual ranks in Bejeweled Twist include names such as "Flame Spinner" and "Lightning Weaver", which are most likely references to the Flame Gem and Lightning Gem respectively.
It is also worth noting that this Text Document exists only in the English version of Bejeweled Twist; it cannot be found in other regional versions of the game.
Closer inspection reveals that the unused Text Document was modified at an earlier date compared to the rest of the documents in the "properties" folder. The unused Text Document was last modified in January 2008, while the rest of the documents were modified in October of that same year.
References
|