The Quest of the Nerd-Mommy
Pros:
Nice graphics, easy to understand, engaging.
Cons:
A bit addicting, makes my wrist hurt, it's not actually mine.
The Bottom Line:
I definitely recommend Jewel Quest Expeditions to anyone who likes puzzle-type games like original Jewel Quest or Sweet Tooth.
|
|
Overall Rating:
|
 |
|
Author's Review
It was an accident. I swear it was. I never meant to get hooked on my little boys new Nintendo DS Lite system. I never meant to glom onto it multiple times a day, making crap excuses and promising that just one more game would be enough, would inspire me to back slowly away from the Nintendo.
Theres a reason they call these things Nerdtenders. *I* am that reason.
Now Im not an indiscriminate addict. No, nofar from it. Its not just any game thats got its hooks in me. Its Jewel Quest Expeditions.
Now, Ive been playing Jewel Quest in one form or another online for a few years at Iwin, which, coincidentally (or not) is credited in a splash screen on the DS as the game loads (as is Mistic Software, maker of My Horse & Me, and Backyard Hockey, among others). However, Jewel Quest Expeditions is not your Mommas online Jewel Quest.
Jewel Quest Expeditions starts out much like your Mommas Jewel Quest--a simple pattern with different, brightly colored jewels in each square space. Switch the adjacent jewels (via a swipe with the DS stylus pen) to make matches/lines of three or more of the same jewel. Remember, only adjacent jewels that can make a match can be moved, which makes things tougher. Each match/line made completes those squares, turning them gold. Turn all the squares gold in the allotted time and voila! Youve mastered that puzzle, receive bonus points for any time remaining, and are ready for the next.
It sounds incredibly simplistic, and, initially, it is. But unlike traditional Jewel Quest played online, Jewel Quest Expeditions has, among other things, a story line. A comic-book like tale (ala Indiana Jones) of intrigue, betrayal, and adventure which unfolds in five stories or parts each time a new puzzle is mastered. The story doesnt do so much for me (I tend to skip it), but my son thinks its great.
I have to break and say that the graphics quality is terrific here. I was a bit worried when we got the game for him (and it was for HIMI dont know how I got hooked!), because hed played Jewel Quest online, with a big, 22 inch monitor. I feared the game would look awful by comparison, but it doesnt. The colors are vibrant, the lines and such are sharp, and the motion is at least as good as the online versions. The constant, rotating soundtrack of mostly tribal-type music can get a bit cloying, and tends to reverberate in the head if you play too much, but I would never play too much. Ever.
The game starts with Ruperts Heartbreak. A pretty easy, straightforward part that unfolds (story location-wise) between The Voyage and the Bazaar. Once the Bazaar is reached (after six successfully completed puzzles) the second level is achieved.
Next is Emmas Apology, which unfolds between the Bazaar and The Safari. This level requires seven wins before completion. Thats seven increasingly difficult puzzles with more intricate designs and new gems and special symbols/doodadssome which make the game easier, and others which make it much harder. Of special importance are the coins, which, if matched in groups of three (like the gems), give you a free special move. That means you get to clear a gem off your board. Sometimes, these coins are the difference between winning and losing. The coins carry to the next game, so, theoretically, theres no limit to how many you can earn. Ive had up to 14 at one time. Also, if youre absolutely out of moves (and have no coins), the game will grant you one coin at a time until youve available moves.
After comes Grenards Revenge. Requiring eight wins, this level takes us from The Safari to Great Zimbabwe. Here the puzzles get even more complicated with the introduction of the Monkeys. Ill say no more.
Then come Hanis Regret. Requiring nine wins, this level takes you from Great Zimbabwe to Victoria Waterfalls. I am four wins into this section. Whether or not Ill ever progress to the next level is anybodys guess. At this point, the puzzles are very intricate, riddled with hidden jewels (which require two or more matches in order to reveal and clear them to turn the square gold) and deep blank chasms that must be filled through creatively shifting jewels into them.
Finally comes Back to Africaa section I have not reached yet. This is the journey from Victoria Waterfalls to the big X---ten wins to reach this place. Hopefully, Ill get there some day.
Now, it may sound impressive that Ive gotten all the way to Hanis Regret, halfway to Great Zimbabwe. Its not impressive, reallysee, you dont have to WIN every time to keep progressing in the story line or levels. In fact, if you lose all five lives, your score goes back to zero, but your progress continues. So you can lose and lose and lose and still move forward as far as the storyline and puzzle intricacy/difficulty go. In addition, every 50,000 points you attain, you gain an additional life.
Speaking of lives, you are, at times, offered the opportunity to skip a puzzle in return for a life IF you've failed at the puzzle before AND you have a life to spare.
I can thank my son for teaching me the neatest trick in this gameturning it off. See, if youre struggling, failing, not going to make it, if youve blown all your coins and youre still not going to win, turn it off. Just turn off the DS, and the game doesnt save. You come back where you were before that disastrous last game. You dont take the loss, but, then again, you also dont get to keep any points or coins you may have earned in that loser game. You do, however, have to PLAY that game again. And again. Until you master it. Im not sure if thats cheating or if its more a no harm, no foul situation.
Keep in mind that Ive pretty much taken over this game, or would have, if Jewel Quest Expeditions didnt allow for multiple save games. As far as I can tell, only three save games are allowedthats one for me, one for my son, and one for my husband. That works.
Speaking of saving, after each game, win or lose, youre given the option to continue or no. Regardless of your choice, the game will save, then give you what you asked for--either more game play, or an end to the session.
Like all the Nintendo DS games Ive ever played, Jewel Quest Expeditions can be paused at any point in the game by pressing the Start button to the right of the lower screen. No good for trying to plan out moves, though (and that would be cheating)the screen immediately paints to a pause screen with buttons for resuming the game, restarting the game, or quitting.
All in all, I really, really like this game (as does my son, thankfully). Not so much for the story, which I could take or leave, but for the graphics and the increasingly challenging puzzles. Im not sure why its hooked me so solidly, but it has, and, as obsessive behaviors go, I guess this is a fairly harmless one to have. Im only on the thing for, at most, 45 minutes a day, split into two or three sessions (games last up to approximately ten minutes, depending upon what level youre at and how well you do). In fact, I played three games (averaging about seven minutes each) while writing this reviewpurely for research, of course.
One final notethis game has been harsh on my right wrist (the stylus hand) and right elbow. Something about the way Im holding the DS or . . . something. Make sure to take breaks when playing to give the wrist and arm a breather.