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The basic idea here comes from Bejeweled / Diamond Mine - you are presented with a grid of blocks. Forming rows of three is done by swapping pairs of tiles which are next to each other, and the rows of 3 disappear, with other blocks falling Tetris-style to take their place.

Jewel Match has its own victory criterion though. On each level, a selection of squares have gold backings. Matches must be created over each of these to clear the level.

The level layouts are not simple 8x8 squares in this implementation; instead they can be as big as 14x14 and have gaps and shaped areas, so pieces do not simply fall vertically but also can fall diagonally.

On later levels other features make things harder. Silver squares hide gold ones, so they represent squares which need to be part of a match twice. Some squares are fitted with locks - these can't be moved until a match is made using them; often there are empty spaces below these, which are only made available after a lock is 'picked'.

A succession of hammers are unlocked once you have scored a certain amount of points. The first removes a particular block, the second not only removes the block but also any effects (gold or silver) on the square, and the final one removes all tiles of that colour.


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Zeppin (8426) added Jewel Match (Macintosh) on Nov 23, 2008
Other platforms contributed by Martin Smith (66812)