Jewelry Master: Difference between revisions
*>Colour thief |
*>Colour thief No edit summary |
||
Line 3: | Line 3: | ||
http://www.arika.co.jp/special/special2.html | http://www.arika.co.jp/special/special2.html | ||
This wiki entry is based on the beta release on November 24, 2006. It is limited to 5000 participants, less than 1000 of which are currently taken. Jewelry Master is expected to release in December, and will be localised in English for Western markets. | |||
==Game Modes== | ==Game Modes== |
Revision as of 01:56, 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
This wiki entry is based on the beta release on November 24, 2006. It is limited to 5000 participants, less than 1000 of which are currently taken. Jewelry Master is expected to release in December, and will be localised in English for Western markets.
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 its TAP namesake. Gems fuse together as in Hard Mode.