Hacking the Bejeweled Blitz Game on Facebook

If you enjoy Facebook, you may want to read these other blog articles I wrote about Facebook.

I started playing the Facebook social game, Bejeweled Blitz, several weeks ago.

It’s a fun game, with the object to line up colored balls in a row to score points. You are provided 60 seconds to line them up. The more balls you line up that are white, blue, yellow, brown, red, or green; the more points you can receive. Only balls that are the same color are eligible for points. If you score so many points in so many seconds, special balls appear that multiply your points.

I called it a Facebook social game. That means it is accessible as a Facebook application, and you can play against your friends to see who can get the most amount of points.

Suffice to say, it’s an addicting game.

PopCap Games, the Dublin, Ireland-based developer, debuted Bejeweled Blitz in December 2008.

After six months, PopCap announced over 5 million Facebook users played the game–with nearly 75% women. I’m unsure why such a large gender gap.

But the game is silly; the developer built it with the ability to cheat.

Earlier tonight, I decided to test it. You can see the result below with 750,000 points. I historically scored about 50,000.

High score on Bejeweled Blitz

High score on Bejeweled Blitz

Zooming out, do you see the horizontal bar immediately above, showing links for time hacks and score multipliers?

A hack for Bejeweled Blitz

A hack for Bejeweled Blitz

While browsing online for hints and tips how to achieve higher scores, I stumbled across a simply-stated blog post that explains the hack using a Greasemonkey script.

After reading how to install the cheat bar and following the directions for what keyboard buttons to press when, I opted to game the game and see what was possible.

The 750,000 score was the beginning…

Highest score

Highest score

Over 600 million points was the result.

I could have chosen not to install the hack, but PopCap Games enabled me to do it so I did. Which begs the question: Why does a game developer include the ability for its game to be hacked?