Bejeweled and Alchemy
November 14, 2002 | Eddie
Park
While both games are simple and enjoyable in scope, I found
myself popping Bejeweled open far more than I did Alchemy.
This is most likely due to the fact that Bejeweled is simply
much easier to pick up and play at the drop of a hat –
something that my tiny brain appreciates after a hard day’s
work. Swapping jewels takes no coordination, and the process
of trying to start a chain reaction of jewel matchings by
swapping just the right jewels is always its own reward,
particularly after staring at the board for what seems like an
eternity. And for those times when my brain absolutely refuses
to work, the game even comes with a big shiny hint button that
spots a good swap, though it leeches some of the completion
meter for this service.
Alchemy, in contrast, requires considerably more foresight
and planning than Bejeweled. Thankfully, there are three
levels of difficulty, with each successive one adding more
colors and shapes for those that like punishing themselves.
This title reminds me a lot of the old-school favorite Pipe
Dream (I know I’m not the only Mac user to lose days of
productivity to THAT title), as runes must be intelligently
placed to allow the placement of more runes. Due to this
factor, I found myself booting up Alchemy only when I was in
the mood to convince myself that I was in fact an intelligent
being capable of strategic thought. Unfortunately, much like
playing Warcraft III with an opponent who obviously memorized
the hit points and attack speed of every unit and creep in the
game, I would often find myself overmatched, sending piece
after piece to the forge.
Luckily, Bejeweled comes with a Time Trial mode, which
basically pits players against a completion meter that starts
half-full and slowly ticks down, forcing speedy play to keep
it filled up. Besides making for quick games, this also proved
a salve to my wounded ego when I felt like showing off.
Unfortunately for me, Alchemy also comes with a Time Trial,
substituting a slowly-filling forge as its timer, which would
basically taunt me with its bubbling red goop as it inexorably
filled up.
Both games also feature a scoring system that I have yet to
fully puzzle out, though it’s obviously related to
completions and wise placements. They also keep track of high
scores, allowing players to prove their outlandish claims when
bragging to disbelieving friends.
One of the nicest features about both titles is that they
have an autosave feature. If you quit in the middle of a game,
each title simply saves it right then and there, and gives you
the option to get right back into it the next time the game is
launched. This makes both titles excellent time-fillers when
waiting for the laundry or a file download.
Shapes, Colors, and a Talking Wizard Head
Though you won’t find fancy bump-mapped polygons and
rendered textures in these games, both Bejeweled and Alchemy
have plenty of eye-candy to keep your drunk roommate
mesmerized while playing. Bejeweled is a veritable riot of
colors and multi-faceted jewels that sparkle when moused over.
It also contains the sounds you’d expect jewels to make when
disappearing and a techno-pop soundtrack that is catchy for
about the first minute and completely annoying forever after.
Thankfully, it comes with the option to control the volume for
both sounds and music, as well as the option for running the
game in full-screen, though it defaults to the highly
convenient windowed mode when run for the first time.
Also included is an option to turn on custom cursors, which
add to the eye candy, but for some reason seems to slow the
performance of the game, even on my modestly powered G4 867/GeForce
3 combination. I tip my hat to the superior folks at Omni, who
apparently understood this to be a problem and made the
cursors an option rather than a given.
Alchemy, while not nearly as colorful as its cousin,
features plenty of extra touches, including runes that sparkle
as they’re moved around the board and a forge that fills up
with a bubbling red liquid depending on conditions. In
addition, it also features appropriate gong-like sound effects
when placing runes and the same sound, graphics, and custom
cursor options as Bejeweled. This is a good thing, because it
also contains its own short-lived techno-pop soundtrack.
Mitigating this is the inclusion of a floating wizard head
which talks you through the game’s tutorial, congratulates
you when you complete a level, and taunts you when you screw
up.
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