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Bejeweled 3

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Title Screen

Bejeweled 3

Developer: PopCap Games
Publisher: PopCap Games
Platforms: Windows, Mac OS X
Released in US: December 7, 2010


AreasIcon.png This game has unused areas.
ObjectIcon.png This game has unused objects.
GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.


Bejeweled 3 is the third (or fifth?) game of popular match-3 puzzle series.

As with the most of PopCap's other games, this game packs most of the resources to a single file named "main.pak". You can extract the resources by using QuickBMS with this plugin. You can also repack the files by using "PopPak.exe" that is included in PopCap Games Framework.

Contents

Unused Graphics

Checkpoint Marker

If you die, you can restart from here. Oh, you don't have extra lives?

Usage unknown. Probably it pointed a spot of something interesting?

Detonator

Scrapped because it's too ugly

This very out-of-place looking Detonate button is NOT a leftover from PC version of Bejeweled Blitz. Blitz had a far more beautiful-looking detonator button than this.

Doom Gem

His count won't decrease, as you can't move gems freely

Possible leftover from Bejeweled Twist. Bomb Gems made an appearance in this game, but Doom Gems did not.

Green Question

Help?????

This is a leftover from Bejeweled Blitz's Mystery Gem boost. This is also very similar to Poker mode's wildcard, but the wildcard is stored separately from this.

Regional Differences

Unused Images

Bej3 Incredible.png
Bej3 Astonishing.png

Unused compliments found in Bejeweled 3's Japanese translation. These images do not appear in the Western-language versions.

Unused Special Gems

Doom Gem

OCD-unfriendly.

What appears to be scrapped from Bejeweled Twist, this gem is incorrectly positioned on the board by default. Even though the manner of the gem being locked to other adjacent matches has remained in this game, the number counter of the gem is not possible to be ticked down as for the different mechanics from Twist.

Two types of the Doom Gem exist; 01 being the numberless version (still explodes when its counter is not set) and 03 having the number on the front.

Leftovers from Bejeweled Blitz (PC)

Multplier Gem

Shiny shiny...

Lacking the graphics for the numbered score multiplication counters, the game will indeed multiply its score matches by the multiplier matched, until the mode is ended. This gem will go beyond the restriction of the x8 counter Blitz had.

Scrambler, Detonator and Coin Gems

Both available to be set as gem types, these don't have custom graphics on their own and so appear to be a normal gem, until hovered over which can be identified via the flavour text.

The detonator gem appears to be non-working even when other special gems are on the board, but the scrambler gem does scramble the board, for two turns. scramble.wav plays when the gem is clicked on.

The coin gem has the score base value of 300x[Level Number], while playing diamond_mine_treasurefind.ogg when matched, which is completely similar to the sound effect in Blitz.

Mystery Gem

Doesn't give you any special gem...

With similar properties like the Doom Gem, it is locked for interaction with other nearby gems, and would not match with other gems with the same colour. Anyhow, the board will not level up with this gem's presence when the progress bar is full.

Unused Quests

Inside main.pak, there is a "properties" directory which has configuration files.

  • defaultquest.cfg: Early Quest mode configurations
  • quest.cfg: Final Quest mode configurations
  • secret.cfg: Secret modes configurations (Poker, Butterflies, Ice Storm, and Diamond Mine)
  • speed.cfg: Lightning mode configurations
  • badges.txt: Badge requirements
  • ranks.txt: Rank names
  • tips.txt: Tip of the day (Appears during loading screen)
  • music.xml: Music configurations
  • resources.xml: Location of resources

There are two different Quest mode configuration files: defaultquest.cfg and quest.cfg. Only quest.cfg is used by actual Quest mode. defaultquest.cfg has early designs of Quest mode. It's not used by the game by any normal means. (However, it IS still loaded by the game, and partly used by the Debug Menu)

There are 21 missions in defaultquest.cfg. The only way to play them is by hacking the current quest.cfg.

12 missions can be played without problems. 3 missions require the use of debug menu because one must bypass the Quest Menu. 4 missions require repairing in order to play. 2 missions are unplayable.

All but 4 missions select the background randomly, unlike the final game's missions.

Mission #1: Lead to Gold - Any match

Welcome to a strange world
Fill the grid with gold by making matches.

This type of mission is completely unused in the final game. It's similar to Alchemy, but the matches do not turn entire rows/columns to gold.

Your goal is to fill the entire grid to gold within 1 minute. The time limit is short, but fortunately, the outer grids are already gold from the start.

You can't play this mission without using debug menu, because the game crashes when you open up the Quest Mode menu. The reason of crash is probably because the final game no longer has the icon for these type of missions.

Mission #2: Lead to Gold - Yellow matches

Before the match After the match
Yellow only? Really?
Oh.
Fill the grid with gold by making yellow matches.

This type of mission is also completely unused in the final game, and can only be played via debug menu. Only yellow gem matches can turn the grids to gold, but if you do it, it will turn 8 surrounding grids to gold too. (Similar to how Flame Gems work) You can't die in this mission; there are no time or move limits.

Mission #3: Lead to Gold - Columns & Rows

Fill the grid with gold by making matches.

This is almost same as final game's Alchemy mission. However, you have only 1 minute as opposed to 1:30.

Mission #4: Wall Blast

Can you see where the last breakable wall is?
Destroy the wall with special gems.

This looks similar to final's one, but there are twists: Most walls are invisible. Some visible walls can't be destroyed. It selects the wall patterns from one of the 3 different maps. There are no time or move limits, but you are still vulnerable to the frustration of invisible/unbreakable walls.

This is one of the four missions that has non-random background. It has background #0, which is same as the final's Wall Blast missions.

Mission #5: Time Bomb

Destroy 10 bomb gems by matching them before the countdown reaches zero!

This is almost same as the final game's same mission. You have to destroy 10 bomb gems before any countdown to zero. Each bomb have 20 moves countdown.

Mission #6: Time Bomb (Real time)

Destroy 10 bomb gems by matching them before the countdown reaches zero!

This is almost same as the final game's Time Bomb II mission, but new bombs drop more frequently. You have to destroy 10 bomb gems before any countdown to zero. Each bomb have 60 seconds.

Mission #7: Inferno

Match 200 gems before the flames reach the top of the board!

Inferno is internal name of Ice Storm mode. So you see ice instead of fire. Strangely, there are no ice bars here, most likely because it lacks the mandatory settings for today's Ice Storm mission.

Mission #8: Balance

Collect 25 red and 25 blue gems, but don't let the weights get too unbalanced!

This is slightly easier version of final's Balance III. You have to clear 25 red and blue gems instead of 30.

Mission #9: Stratamax

Clear 100 gems in 20 moves.

This is an easy version of final's Stratamax missions.

Mission #10: Butterflies

Catch 20 butterflies before they escape the top of the board!

This is slightly harder version of final's first Butterflies mission. You have to catch 20 butterflies instead of 15.

Mission #11: Avalanche

Clear 100 gems without allowing the board to fill up. Each move adds 5 gems.

This is very similar to final's Avalanche IV, but you only need 100 gems instead of 110.

Mission #12: Butterflies + Wall

Invisible walls are back! Now with butterflies!
Knock down the wall and capture any butterflies before they escape.

Two challenges in one mission! Surprisingly, it can be played WITHOUT debug menu. It uses Butterflies icon and music. You must battle against invisible/unbreakable walls (patterns are selected from 3 different maps) while catching the butterflies.

Mission #13: Lead to Gold + Time bomb

Alchemists vs Terrorists
Fill the grid with gold by making matches.

Another mixed challenge. This one crashes the Quest Menu and requires debug menu, because it uses the scrapped Gold system which is same as the first mission.

You must battle against unlimited amount of bomb gems (20 moves) and fill the entire grid to gold. The bomb gems do not appear until the first move.

Mission #14: Buried Treasures

Find buried treasures within 50 moves! Avoid the skull!

It crashes the game if you simply copy paste the configurations from defaultquest.cfg. To repair, use the following configurations instead:

Quest "Buried Treasures"
    Description = "Find buried treasures within 50 moves! Avoid the skull!"
    Challenge = "Move Limit"
    Goal = "Hidden Objects"
    ItemSet = "3"
    Moves = 50;

You have to find 4 treasures in 50 moves, instead of 120 or 90 seconds. The "skull" feature is removed from the final game, but probably a bad thing would have happened when you uncover it.

Mission #15: Sandstorm

Find buried treasures! They cover back up over time. Avoid the skull!

It crashes the game by default, too. Use the following configurations to repair it:

Quest "Sandstorm"
    Description = "Find buried treasures! They cover back up over time. Avoid the skull!"
    Challenge = "Time Limit"
    Goal = "Hidden Objects"
    ItemSet = "3"
    Time = 120
    RefillRateSec = 20.00;

You have to find 4 treasures within 2 minutes. The sand refills after 20 seconds. This is the early version of Sandstorm II. It has longer time limit (Sandstorm II has only 1:30) but has faster sand refill rate (Refill starts after 30 seconds in Sandstorm II).

Mission #16: Poker

Oops!
Description:
 Score 200 points before running out of hands.
HelpText:
 Assemble the best hand possible out of 5 cards! Every
 match reveals a new card of the color of the gem you
 swapped. Mouse over the score sheet on the left to
 see a description of each valid hand.
 
 You have 10 hands to score 200 points.  Good luck!

It crashes the game if you simply copy paste the configurations from defaultquest.cfg. To repair, use the following configurations instead:

Quest "Poker"
    Description = "Score 200 points before running out of hands."
    HelpText = "Assemble the best hand possible out of 5 cards! Every match reveals a new card of the color of the gem you swapped. Mouse over the score sheet on the left to see a description of each valid hand.\n\nYou have 10 hands to score 200 points. Good luck!"
    Challenge = "Poker"
    HyperMixers = true
    Goal = 200
    Hands = 10
    FlameBonus = 5
    StarBonus = 5
    HandValues = "0, 0, 5, 10, 25, 40, 75";

The value for hands are quite different from final's Poker missions. Pair and Spectrum are worth 0 points. If your hand ends in Pair or Spectrum, "No Score" will be displayed, but bonus for special gems are still added.

This mission has detailed help text, unlike most others.

Mission #17: Gold Rush

Yes, the casino had a diamond mine.
Break through the rock to collect diamonds before timer runs out!

You have to mine 15 gold nuggets within 2 minutes. The game play is similar to final's Gold Rush missions, but visuals are not. It uses Alchemy/Buried Treasure/Sandstorm music, and background #9 (Poker).

Mission #18: Scrolling Gold Rush

Break through the rock to collect diamonds before timer runs out!

It uses Gold Rush icon, but crashes the game if you try to enter it. It appears to be an early version of Diamond Mine secret game.

Mission #19: Lead to Gold - Othello

Flip the gold tile twice to earn gold.

This is the early version of Alchemy III. You have 60 seconds instead of 30 moves, and cascades do not turn grids to lead or gold.

When played without repairing, you win the game instantly as soon as you enter here. To actually play this mission, replace the following line:

Target = 100;

with

Squares = 64;

Mission #20: Ice Storm

Description:
 Match 100 gems before ice reaches the top of the board!
HelpText:
 Ice is creeping up the board. Knock ice down by
 making matches above or below it. Match 100 gems
 before ice reaches the top of the board!

It seems this mission was created after the name of Ice Storm is finalized. It works better than Inferno mission; the ice bars are actually working. Either by a mistake or a testing purpose, only 10 gems (not 100) are required to win the game.

It uses background #16 (One of the Classic/Zen only backgrounds).

Mission #21: Diamond Mine

Description:
 Mine all rocks and gold above the line before time runs out!
HelpText:
 Dig through rocks and gold by matching gems near
 them. Clear above the line before time runs out to
 keep mining. The deeper you mine the better your
 score!

It's the revised version of Scrolling Gold Rush. It crashes the game if you try to enter it. It has high-score related settings and several Artifact related settings.

It uses background #3 (Buried Treasure/Sandstorm).

Unused quest options

Common Options

There are some common options that can be defined in any quests and secret modes. Some of them are not used by any of quests or secret modes.

WantPointComplements

# WantPointComplements		true/false		turn on voice point-based complements (default is off)

It will display the complements ("Good!", "Awesome!", etc) when you destroy a large number of gems in single move or when you make a big cascade.

RecordHighScores

# RecordHighScores		true/false		game should record high scores

It controls whether to show the stats screen after finishing a game. The default is false for quests, and true for secret games.

This setting can lead to two different unused things. When set to true in a quest, it will show the unused stats screen. When set to false in a secret mode, it will enable the access to the debug menu.

ColorCountTarget and ColorCountTargetSec

# ColorCountTarget		integer			number of colors to change to
# ColorCountTargetSec	number			seconds until color target is reached

These options are mentioned only in defaultquest.cfg, and does nothing when used.

Unused Challenge Types

The following are unused Challenge types for Quest Mode that can only be found in game's executable.

BUTTERFLY

This is alias of Butterflies challenge type. Everything is same as Butterflies, except for lack of quest icon.

No Lose

"No Lose" challenge type actually appears several times in the final game's quest file, but ignored by the game as it is quickly overwritten by another challenge type.

As the name suggests, this challenge features no hazards, and possibly used by the developers for testing.

Unlike other challenges, the progress bar is shown below the game board like Classic/Zen modes. In other challenges, the progress bar is shown inside of score display.

BAD MOVE LIMIT

The game ends after the player makes certain number of bad moves. The number of bad moves so far made is not displayed to the screen. It is otherwise same as "No Lose" challenge type, including the position of the progress bar.

The number of bad moves allowed is defined by otherwise unused "BadMovesAllowed" option:

BadMovesAllowed = [Integer]

Unused Goal Types

The following are unused Goal types for Quest Mode that can only be found in game's executable.

DETONATOR

The goal is destroy 20 gems in 1 move. If a cascade ends before reaching 20 gems, the score becomes zero. For 20-gems-requirement, none of known options seem to change this.

ARSENAL

The goal is keep certain number of Flame Gems on the screen. The score increases when you create Flame Gems, and decreases by destroying them. The number of Flame Gems required is defined by "Gems" option.

SCORE

Probably, the goal is score certain number of points. However, no known actions give you points. The required number of points is defined by otherwise unused "Score" option:

Score = [Integer]

FIRESTORM

The goal is create certain number of Flame Gems. You don't have to detonate them; just create them. The required number of Flame Gems is defined by otherwise unused "FlameGems" option:

FlameGems = [Integer]

PRESERVER

The goal is keep certain number of certain colored gems on the screen. The score increases when the required colored gems appear on the screen, and decreases by destroying them. The number of required gems is defined by "Gems" option. The gem color is defined by otherwise unused "Color" option:

Color = [Integer] (0:Red, 1:White, 2:Green, 3:Yellow, 4:Purple, 5:Orange, 6:Blue)

HIDDEN GEMS and HIDDEN GRID

HIDDEN GEMS HIDDEN GRID
Gray rectangle gems.
Gray rectangle grids.

The goal is same as "Clear Gems" goal type; clear required number of gems to win. However, when otherwise unused "HidePerMatch" option has non-zero value, most of the board is covered with gray rectangles.

HidePerMatch = 1

All gray rectangles reappear each time you make a match. However, the gray rectangles are removed from the near of cleared gems (this includes your match, cascades, and newly generated gems). The difference between two goal type is whether or not you can see the gem color by trying to make a bad move. In HIDDEN GEMS, it's impossible due to the rectangles move along gems. In HIDDEN GRID, it's possible; the rectangles do not move.

An another option named "HidePerUpdate" exists. Using this will cover the entire board with gray rectangles that cannot be removed.

HidePerUpdate = 1

SURVIVAL

Probably, the intended goal is survive certain number of seconds. However, nothing happens when the required time is passed. The required time is defined by otherwise unused "SurviveSec" option:

SurviveSec = [Integer]

In the game, the goal is set to (SurviveSec * 100). For example, if SurviveSec is 60, it will display 6000 as goal. Although the progress bar constantly fills, the score never increases. If the progress bar becomes full, the bar resets.

Other Unused Options

StartingMoney

This option sets the initial amount of score ("Money") in Poker quests.

StartingMoney = [Integer]

Unknown Options

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Figure out the functions of these options.

The following are other unused options. Those functions are currently unknown.

GemsPerLevel
MaxActiveColCount
FireSpeedIncrLevel
LevelDurationSec
LevelProgress
TimePenalty

Unused Quest Mode stats screen

This screen can be enabled by adding the following line after each "Quest" line, in quest.cfg:

RecordHighScores = true

After enabled, this screen will be activated when the player completes or fails a mission. It has "New Quest" button (used only in this screen) instead of "Badges" button.

The buttons do not work as intended; "New Quest" and "Main Menu" buttons will crash the game. "Play Again" button will nearly freeze the game screen, however the player can still exit to the quest menu by pushing Escape key, which will bring the pause screen. "Play Again" button will still crash the game if the bomb is exploded in Time Bomb missions, as the explosion unloads the board graphics from RAM.

Missions of Butterflies, Poker, and Ice Storm will display some statistics. All other type of missions (including Gold Rush for unknown reason) will show an empty screen.

Debug Menu

Something went wrong

Debug menu can be enabled by adding the following line after each "Quest" line, in secret.cfg:

RecordHighScores = false

After enabled, go to any of 4 secret modes, then get a Game Over, and you'll be in the debug menu!

When you enter the debug menu, you are at the Secret Games debug menu, but there are lots of mess in the screen. Click the "Back" button to access the main debug menu and clean up the mess.

Please note when you play games from debug menu, you must disable "Animate Background" option to avoid huge slowdowns.

The regular backgrounds are not loaded when playing from debug menu. Instead the game uses the static screen shot of Secret Games debug menu as a background.

Main Debug Menu

The shortcuts
  • Play Classic: Starts Classic mode.
  • Time Bonus: Starts Lightning mode.
  • Tug of War: Crashes the game. (Removed mode?)
  • Play Zen: Starts Zen mode.
  • Play Quests: Takes you to normal Quest mode menu.
  • Secret Modes: Takes you to Secret Games debug menu, but without the mess in the screen.
  • [Bunch of small buttons]: Quest mode shortcut. The quest names are loaded from defaultquest.cfg, but actual quest configurations are loaded from quest.cfg. So, if you click "Lead to Gold - Any match" button, you'll be taken to the first Butterflies mission. The game will crash upon completion of the mission.
  • Main Menu: Takes you to Secret Games debug menu.
  • Quit: Quits the game without confirming.

Secret Games Debug Menu

Clean and simple
  • Poker: Starts Poker mode.
  • Butterflies: Starts Butterflies mode.
  • Ice Storm: Starts Ice Storm mode.
  • Diamond Mine: Starts Diamond Mine mode.
  • Back: Takes you to the main debug menu.

Unused Text

This Quest needs help text. Insert a
HelpText parameter in the appropriate
quest .XML file

This help text appears when you click the quest objective in most of the unused quests. Please note the final game does not use XML for quest mode configurations.

Scrambles all gems on the board.
Detonates all Special Gems on the board.
Creates a random Special Gem at game start.
Creates a x2 Multiplier at game start.
Adds 5 seconds to the end of the game.
Scrambler
Detonator
Mystery Gem
Free Multiplier
+5 Seconds
MULTIPLIER GEM
Randomly drops onto your board. Match it to increase your score multiplier by 1!
COIN
Clear this Gem to collect the coin inside! Save money to buy Boosts!

Those are leftover text from Bejeweled Blitz.

Unused Music Sequences

Several unused music strings can be found in the main Bejeweled3_suite.mo3 file.

Sequences 22 to 27. Uniquely, outside of this game it is listed in Bejeweled 3's Bandcamp OST as a "bonus track".

Sequences 90 to 94, that is apparent that were initially part of Zen's music, judging from the Pattern Name from the remastered OST file.


Sequences 96 to 105 are all linked together, with the majority of them appearing to be left unfinished as fragments.

Offset 96, with tempo 176, which perhaps might suggest to be an earlier version of Avalanche/Stratamax's music.

Offset 97, with tempo 112

Offset 98 to 99, with tempo 112.

Offset 100, with tempo 112.

Offset 101, with tempo 120.

Offset 102, with tempo 128.

Offset 103, with tempo 128.

Offset 104, with tempo 144.

Offset 105, with tempo 96.

Unused Sounds

There are 2 unused sound effects. Both are leftovers from Bejeweled Blitz, but the file format is converted to WAV. (All sound effects of Blitz use .ogg format)

coin_created.wav

It was played when the Coin Gems appear on the board. Coin Gems are unused in this game.

scramble.wav

It was played when the player uses Scramble power-up. There is no Scramble power-up in this game, although played via unused Scrambler-type gems. No other Blitz power-up sound effects can be found in this game.

Command-line launch options

Hmmm...
To do:
Figure out what this does, it's mentioned in secret.cfg.

The game uses the typical PopCap launch options but one is unique.

-quest ???