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Review

Jewels II: The Ultimate Challenge

Developer: Bardworks
Publisher: Dreamcatcher Interactive / H+A
Release Date: 1998
Platform: PC Mac


Review by Ray Ivey

 

 

Jewels II box front

Walkthrough

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Introduction: Another puzzlefest from Dreamcatcher? Who needs it? I DO!!

click to enlargeIf there were any doubts that Dreamcatcher Interactive has become of the industry leader in terms of puzzle-based adventure games, they are dispelled by Jewels II: The Ultimate Challenge. Sometimes known as Gems of Darkness, Jewels II fits in nicely with Dreamcatcher’s other puzzle titles (including Quest for Karma – formerly Karma: Curse of the 12 Caves), and it is very clearly a sequel to Jewels of the Oracle.

Gems, Jewels, Karma, who cares, the point here is that in this game we’ve got another beautiful collection of brain-spraining puzzles in a hauntingly beautiful and mysterious setting.

YOU DON’T PLAY THIS ONE FOR THE STORY

Unlike the original, single-CD Jewels of the Oracle, Jewels II ships on three. Now, before you get all excited and think, “Hey! This must mean there’s tons more story!”, let me tell you that yes, there is SLIGHTLY more story this time around. But not much.

click to enlargeOnce again you find yourself in a pre-Sumerian archeological site. But, lo and behold, this time there’s actually a flesh-and-blood character in the game. He’s an archeology professor, and he congenially welcomes you to the excavation and gives you a little background. He explains that the puzzles are laid out on three floors (three floors, three disks!), and no one knows what to make of them, and sure, you’re welcome to wander around all you like. And maybe you can even solve some of those darn puzzles! The professor, of course, is concerned with The Big Picture, and is sure that the site is hiding more than a bunch of mere puzzles.

So after talking to him, you’re off on your way. The game consists of visiting twenty-four rooms, each which contains a beautifully designed and frequently deviously difficult puzzle. Except for the final, 25th puzzle, the gameplay is completely non-linear. The site consists of three levels (eight puzzles on each), and each level is a bit more difficult than the last.

Whenever you like you can return to the professor, and he’ll give you some comforting pat on the back – “Very good! That was a good one to get.” These responses are randomly generated, which is a shame. It would have been fun every now and them to hear him say, “Congrats! Gee, that maze was a real bitch, wasn’t it?!”

THREE CDS? HOW PUZZLING

click to enlargeOther than these video clips, I struggle to explain to you how this game could have conceivably been stretched out to fit on three disks. Granted, there is a bit more animation in the movement as you get to and from puzzle to puzzle. And in several of the rooms you can find an additional hotspot which will reveal a clue or just be something “fun.”

Each time you successfully complete a puzzle, you are rewarded with a rune-inscribed token. These tokens are collected in a box that you can open and mark your progress with. In addition to the token box, there is a map feature on the interface that facilitates movement around the game. With each floor on a different disk, you can keep disk swapping to a minimum.

A new element that’s more interesting than the video clips of the professor is the fact that a couple of the puzzles are of the “multiple choice” variety. In one room, for example, there is a stack of drawers, each containing a different spin on that room’s puzzle. Complete any one of them and you are rewarded with the token.

PLEASE. JUST FOUR MORE HOURS, HONEY, AND I PROMISE I’LL COME TO BED.

click to enlargeHow are the puzzles? Well, to put it simply, they’re simply wonderful. I didn’t even care that some of them are souped-up retreads of puzzles from the first game. In fact, I was thrilled to see a return of the strategic movement puzzle in which you move a little bug around to carefully clear a board of dozens of little balls. I loved this puzzle in Jewels; I liked this more difficult version even more.

Just like the last game, you have the choice of solving the puzzles on Easy or Hard mode, and (again, happily) you can make this choice on the fly, between puzzles – as opposed to having to make one choice for the entire game.

Also, as in Jewels, the music and sound effects combined with the interesting visuals to create a fabulous atmosphere of mystery. It suggests just enough “context” for these puzzles to elevate this game beyond mere puzzledom.

This time around there’s also a built-in hint feature, in the guise of the professor’s “journal.” Very helpful when you’re tired of pulling your hair out in fistfuls.

Unfortunately, just like the last game, there is still no undo feature and no saving the game in mid-puzzle-solve. Also, the game commits the annoying sin of having only launching from Disk 1.

However, these criticisms aside, I had a great time wrinkling my brow over this fine collection of beautifully animated puzzles. I’d be first in line to play Jewels III.

PROS: Beautiful, challenging, addictive puzzle play.

CONS: Story a mere wisp, lamentable omission of an Undo feature.

CONCLUSION: For lovers of atmospheric, beautiful puzzles, a must.


Final Grade: B

System Requirements:

PC

  • Pentium
  • Windows 3.1/95
  • 16MB RAM
  • 16MB hard-drive space
  • 2x CD-ROM drive
  • 16-bit SVGA graphic
  • supports Sound Blaster-compatible sound cards

    Mac

  • System 7.5
  • 16 MB RAM
  • 680 x 480 Video (thousands of colors)
  • Double speed or faster CD-ROM drive

This review is copyright Ray Ivey and Just Adventure and may not be republished elsewhere without the express written consent of the author. Republication of said review must also contain a link back to Just Adventure.