Bejeweled Twist

Making consecutive valid matches adds ticks to the multiplier bar at the top left of the screen.

[9][8] While match-three gameplay was implemented in titles like Columns (1990), Bejeweled was the first to popularize it with casual gamers, influencing the creation of several more products of its kind.

[8][10] According to game journalists, its wide appeal resulted from its addictiveness; it had a simple, pick-up-and-play gameplay formula that still challenged players with the right mixture of luck and skill.

PopCap initially intended the project as experimentation with a two-by-two rotation mechanic, and Bejeweled's graphics were only used as placeholders.

[12] PopCap CEO Dave Roberts explained that the project was a huge risk for its rotation aspect and it took a long time to design and program the game to be enjoyable: "We have been very cautious about how we deal with the franchise.

However, as founder Jason Kapalka theorized, it would mean too many possible moves for the average player to consider, resulting in slower gameplay.

Additionally, he explained that the concept was not well-received by testers and that one of the direction buttons would have to be right-clicked, which would not be instinctual for gamers.

[13] For casual gamers to adapt to the new rotating mechanic, visual cues such as a vortex indicating the rotation direction were incorporated, and easy levels and tutorial were added early in the game: "If you start a game like that where you're still learning, and it's kicking your ass while you're learning it -- that's kind of harsh.

"[13] According to staff, Bejeweled Twist took an estimated three-to-four year development, with a budget of $1–1.5 million and two-to-seven workers, larger than the usual PopCap project, as well as most casual games.

[15] However after realizing the technical aspects and programming would be larger than PopCap's past projects, the company expanded the team to four programmers and three artists working on various aspects, which PopCap founder John Vechey considered "insane" due to the game's straightforward style.

[9][15] To make the process streamlined, the staff changed to three individuals directed to specific tasks: Chris Hargrove on the new graphics engine, Josh Langley for 3D animations, and Chief Technology Officer Brian Fiete on other new elements.

[16] With Bejeweled Twist, a new set of tools and engines were introduced in PopCap's pipeline; this included support for 1080p quality and True 3D that could still be seen at lower resolutions, and new resource management and source control systems.

[17] The soundtrack to the game is composed by Finnish musician Peter Hajba, known by his demoscene nickname Skaven, and Phillipe Charon.

[24][25] Bejeweled Twist was claimed by PALGN's Kimberley Ellis and IGN's Levi Buchanan to be one of the most polished casual games at the time.

[7][30][10] Buchanan called it one of the few casual games soundtracks worthy of being played loudly, highlighting the Blitz Mode theme.

Gameplay of the game's Challenge Mode.
Vechey (left), Fiete (center), and Kapalka (right) at the podium during the Bejeweled Twist launch event in 2008