Jewelry Master: Difference between revisions
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Beta release on November 24, 2006. Expected release in December. Jewels, cascade, blah. | Beta release on November 24, 2006. Expected release in December. Jewels, cascade, blah. | ||
==Game Modes== | |||
The beta version of Jewelry Master features 3 game modes. Unlike TGM the goal is not a rank attack or time attack to level 999 but a score attack. | |||
===Normal Mode=== | |||
Pieces fall at speeds similar to TGM's Master Modes. Gems here do not ever fuse and instead behave as individual blocks. | |||
===Hard Mode=== | |||
Plays just like normal mode, except same-coloured gems will fuse together to form a larger solid irregularly shaped gem. | |||
===Death Mode=== | |||
The fastest mode, starting immediately at 20g, though not quite as fast as it's [[TAP]] namesake. Gems fuse together as in Hard Mode. |
Revision as of 01:42, 28 November 2006
This entry is a stub. Please feel free to gush about how awesome this game is.
http://www.arika.co.jp/special/special2.html
Beta release on November 24, 2006. Expected release in December. Jewels, cascade, blah.
Game Modes
The beta version of Jewelry Master features 3 game modes. Unlike TGM the goal is not a rank attack or time attack to level 999 but a score attack.
Normal Mode
Pieces fall at speeds similar to TGM's Master Modes. Gems here do not ever fuse and instead behave as individual blocks.
Hard Mode
Plays just like normal mode, except same-coloured gems will fuse together to form a larger solid irregularly shaped gem.
Death Mode
The fastest mode, starting immediately at 20g, though not quite as fast as it's TAP namesake. Gems fuse together as in Hard Mode.