Difficulties

The Difficulties:
You can choose from 7 Difficulities. The first one, called "Very Easy", starts with 7 Blocks.
When the Game started, also the Hidden-Timer was activated. He will count from 99 to 0
and repeats after resetting. The first 99 Seconds are free, but from now on the Player has
to pay. The next 99 Seconds, the amount will be 1 Point per Second. After the next Reset
of the Hidden-Timer the amount will be 2 Points and so on. If the Player reaches the next
Level, the Hidden-Timer will also be increased with the Levelvalue. The Player can reduce
this raising amount down to 1 with Combinations that are build of more than just 3 Blocks.
Also a "passive" Joker will set this amount back to 1 when he appears on the Gamefield.
The Joker can reset the amount a second time, when he gets "activated" by the Player.
Every 99 Seconds there is also a Chance to get the Hidden-Timer Bonus. All you have to
do is build a valid Combination (or more) when the Timer reaches zero. The Hidden-Timer
Bonus depends on the current Level and the current size of the Combination. The Player
gets another Bonus for completing the current Level. This Bonus depends on the amount
of the first 7 Blocks. The higher Colors 8 and up are used for another feature of the Joker.
For a Combination of 3 Blocks with the same color in horizontally/vertically Direction the
Player gets 15 Points and 10 Points for a Combination in the diagonally Directions. Bigger
Combos score (much) more and every Level increases the Points for these Combinations.
For every 99 threesome Combos the Player gets one Special-Move. With this Extra Move,
the Player can swap two Blocks, that are Neighbours, in the diagonally Directions.
For every 9 foursome Combos the Player gets one Free-Move. This Extra Move can swap
2 Blocks, that are not Neighbours, on the whole Gamefield. And for a fivesome Combo the
Player will get one Free-Move and one Special-Move.
For every "9th" fivesome (and for a sixfold) Combo the Player gets one Joker. More about
the Joker, the Extra Moves and the Abilities of them can be found in their own Chapter.
Another way to get one or maybe more Jokers is collecting 99 Blocks of the same Color.
The Colors 1 to 7 are used for the Level Bonus, so the first valid color for "collecting" is
Color 8, which is White (Block-ID: 208). Pressing <CTRL> or the Right Mousebutton will
display the Block-ID and the value of the collected amount for that Color. With theses 3
Possibilities, the Player can elaborate up to 3 Jokers in one Game.
Finding a valid Combination will soon take more and more Time. If the Player is passive
for about 30 Seconds, the Clues will be activated. Those two Clues will show the Player
the biggest Combo and the Combination with the largest follow-up-sequence if available.
The Info-Box will also display the amount of found Combinations. The Clues can also be
activated by the Player with pressing <C>. To prevent "overusing" the Clues, they will be
blocked if the Player called them more then 3 Times per Minute. The "Clues-Penalty" has
no influence to the automatic Clues, that appear if the Player is passive for 30 Seconds.
To abort the Game press <ESC>. If there are "no more Moves" and all your Extra Moves
and Jokers have been used, the "Give up?" Dialog will appear. Both Dialogs are similar.
Clicking onto the Dialog with the Left Mousebutton will quit the Game and directs to the
Highscores. Clicking with the Right Mousebutton will return to the Game. To go back to
the opening Menu, without entering the Highscores, just press <ESC> a second time.
The Difficulty "Easy" is very similar to "Very Easy". The Game starts with 8 different
Blocks instead of 7. The Player gets 20 Points for a threesome Combo Hor/Vertically
and 15 Points diagonally, instead of the 15 and 10 Points in Difficulty "Very Easy".
The Difficulty "Standard" will start with 9 Blocks. For a thresome Combo the Player
gets 25 Points Horizontally/Vertically and 20 Points diagonally.
The Difficulty "Average" starts with 10 Blocks and some Goodies. The Player starts
with 1 Special-Move and 1 Free-Move. For a threesome Combo the Player gets 30
Points Horizontally/Vertically and 25 Points diagonally.
The Difficulty "Above Average" starts with 11 Blocks and some Goodies. The Player
starts with 2 Special-Moves and 2 Free-Moves. For a threesome Combo he gets 35
Points Horizontally/Vertically and 30 Points diagonally.
The Difficulty "Hard" starts with 12 Blocks and some Goodies. The Player starts with
1 Special-Move, 1 Free-Move and 1 Joker. For a threesome Combo he gets 40 Points
Horizontally/Vertically and 35 Points diagonally.
The Difficulty "Very Hard" starts with 13 Blocks and some Goodies. The Player starts
with 2 Special-Moves, 2 Free-Moves and 1 Joker. For a threesome Combo he gets 50
Points horizontally/Vertically and 45 Points in the Diagonally Directions.
Thwit 2009