- Release Year: 2013
- Platforms: Windows
- Publisher: rondomedia Marketing & Vertriebs GmbH
- Genre: Compilation
- Setting: Ancient Egypt, Ancient Rome

Description
Jewel Master: Cradle of Egypt + Cradle of Rome 2 is a compilation of two Match-3 puzzle games set in the ancient civilizations of Egypt and Rome, where players act as empire builders starting from small villages. Through strategic jewel-matching gameplay, they collect resources, gold, and food to expand and develop grand cities, solving additional mini-puzzles to unlock new buildings while utilizing helpful bonuses like pickaxes and powder kegs in various modes including timed challenges, tournaments, and blitz rounds for extended play.
Reviews & Reception
topfree.de : Dieses Paket ist ein Muss für jeden Match3-Fan.
Jewel Master: Cradle of Egypt + Cradle of Rome 2: Review
Introduction
Imagine stepping into the sun-baked sands of ancient Egypt or the bustling forums of imperial Rome, not as a mere observer, but as the architect of empires long lost to time—armed only with your wits and a grid of shimmering jewels. Jewel Master: Cradle of Egypt + Cradle of Rome 2, released in 2013 as a budget-friendly compilation for Windows PCs, bundles two entries from the enduring “Cradle of” series: the 2009 Nintendo DS title Jewel Master: Cradle of Egypt (also known simply as Jewel Master: Egypt) and its 2010 spiritual successor Cradle of Rome 2. This double-pack isn’t just a nostalgic cash-in on the match-3 puzzle genre’s golden age; it’s a testament to how casual gaming in the early 2010s blended historical fantasy with addictive tile-matching mechanics, offering players a low-stakes gateway to world-building simulation. As a compilation, it captures the essence of a series that began with Cradle of Rome in 2007, evolving from simple gem-swapping into a hybrid of puzzle-solving and empire expansion. My thesis: While not revolutionary, this package stands as a charming artifact of accessible gaming, delivering polished, replayable content that rewards patience over precision, and cementing the “Cradle” formula’s influence on the match-3 genre’s enduring appeal for casual audiences.
Development History & Context
The “Cradle of” series emerged from the fertile ground of mid-2000s casual gaming, a period when browser-based and CD-ROM titles dominated the European market, particularly in Germany, where publishers like rondomedia Marketing & Vertriebs GmbH specialized in affordable, family-friendly software. Jewel Master: Cradle of Egypt, the compilation’s first component, was developed by cerasus.media GmbH—a Leipzig-based studio known for educational and puzzle games—with programming support from Ukraine’s LvivMedia Ltd. Released initially on November 3, 2009, for the Nintendo DS, it was helmed by game designer and producer Christoph Klesser, who also contributed to music and sound effects. Klesser’s vision, as gleaned from series patterns, emphasized historical immersion without the complexity of full strategy titles like Civilization; instead, it fused match-3 puzzles with light city-building, drawing inspiration from ancient civilizations to appeal to a broad, non-gamer demographic.
Cradle of Rome 2, the second title, arrived in 2010 across platforms including Windows, Macintosh, browser, Nintendo DS, and Wii, continuing the series’ multi-platform push. Developed under similar auspices by cerasus.media, it built on the 2007 original Cradle of Rome, which had garnered a modest MobyGames score of 6.7. The technological constraints of the era were modest: running on CD-ROM media with 2D sprite-based visuals optimized for low-spec PCs, these games avoided the graphical demands of console blockbusters. The early 2010s gaming landscape was shifting toward mobile and free-to-play models, but compilations like this one thrived in retail bundles from publishers such as Software Pyramide and astragon Entertainment GmbH, targeting impulse buys in European stores. Priced around €10-20 (as seen in historical eBay listings), it reflected the era’s emphasis on value-packed content amid economic uncertainty post-2008 recession. The USK rating of 0 (no age restriction) underscores its wholesome intent, aligning with family-oriented releases that prioritized accessibility over violence or complexity. This compilation, released in 2013 and distributed by rondomedia, arrived as the series was maturing, with sequels like Jewel Master: Cradle of Egypt 2 (2012) expanding to Nintendo 3DS, signaling a pivot toward portable hardware but rooted in PC origins.
Narrative & Thematic Deep Dive
At its core, Jewel Master: Cradle of Egypt + Cradle of Rome 2 eschews sprawling epics for a minimalist narrative framework that serves the puzzles rather than overshadowing them. In Jewel Master: Cradle of Egypt, players embody an unnamed builder in the Nile Valley, tasked with resurrecting ancient Egypt from a humble village to the grandeur of pyramids and temples. The “story” unfolds episodically: each level represents a construction phase, where matching resource gems (wood, stone, food) unlocks building slots. Dialogue is sparse—simple pop-up text like “Gather resources to erect the obelisk!”—but it evokes a sense of historical progression, from reed huts to the Sphinx. Themes of creation and legacy dominate, romanticizing Egypt’s pharaonic era as a puzzle of divine order, where chaos (falling gems) yields to harmony (a thriving metropolis). There’s no deep character development; the player is a silent protagonist, with occasional advisor-like prompts reinforcing themes of perseverance and ingenuity.
Cradle of Rome 2 mirrors this structure but shifts to the Eternal City, building from a fledgling settlement to the Colosseum and aqueducts. The narrative arc is equally light: progress through 100+ levels symbolizes Rome’s rise, with subtle nods to historical events like forum expansions or legionnaire tributes. Characters are archetypal—faceless workers or implied emperors—delivered via iconographic cutscenes rather than voiced lines. Thematically, it explores empire-building as a metaphor for strategic foresight, contrasting Egypt’s mystical, river-bound isolation with Rome’s expansive, militaristic ambition. Both games weave in educational undertones, subtly introducing facts about ancient engineering (e.g., pyramid ramps or Roman roads) without pedantry, aligning with the series’ roots in “edutainment.” Underlying motifs of resource scarcity and communal growth critique modern consumerism lightly, as players “tax” matched jewels to fuel expansion. Flaws emerge in the repetition: the “plot” resets per session, lacking branching paths or moral choices, making it feel more like a tutorial wrapper than a compelling tale. Yet, this simplicity enhances replayability, turning historical fantasy into a meditative ritual rather than a cinematic ordeal.
Plot Analysis
The plots are linear progressions tied to city tiers: in Egypt, levels 1-20 focus on basics (farms, markets), escalating to monumental wonders by level 100. Rome 2 adds variety with “expedition” interludes, mini-puzzles simulating conquests. No antagonists disrupt the flow—challenges are environmental, like time limits or gem shortages—emphasizing harmony over conflict.
Character & Dialogue Examination
Protagonists are avatars of the player, with no named allies or foes. Dialogue is utilitarian German-English bilingual text (per USK specs), e.g., “Match three stones to fortify the walls!” It lacks wit or depth, but its brevity avoids frustration, prioritizing puzzle immersion.
Thematic Layers
Beyond surface-level history, themes probe impermanence: empires rise via fleeting matches, echoing real civilizations’ falls. The compilation’s dual focus juxtaposes Egypt’s spiritual eternity against Rome’s pragmatic durability, offering subtle cultural commentary in a genre often dismissed as mindless.
Gameplay Mechanics & Systems
The heart of this compilation beats in its match-3 core, refined across iterations to blend puzzle acuity with empire simulation. Both games operate on a shared loop: swap adjacent jewels (gems representing resources like grain, marble, or gold) in a fixed grid to form lines of three or more, clearing them to score points and fill building meters. In Jewel Master: Cradle of Egypt, the side-view perspective on DS (adapted seamlessly to PC) features falling-block elements, where uncleared gems pile up, risking “game over” if they overflow. Levels end when all target fields are matched, yielding resources to populate a city grid—think Bejeweled meets SimCity Lite. Progression unlocks 20+ building types, each requiring a bonus mini-puzzle (e.g., a quick tile-lay for a temple), adding rhythmic variety.
Cradle of Rome 2 expands this with vertical empire-building: resources stack into a Rome skyline, visible on the side panel, where completing sets (e.g., five houses for a district) triggers animations and score multipliers. Core loops include four modes: Timed (rushed challenges for high scores), Relaxed (untimed for casual play), Tournament (multi-stage ladders), and Blitz (speed-focused frenzy). Character “progression” is indirect—your city evolves, granting persistent bonuses like extra lives—but lacks RPG depth. UI is clean yet dated: point-and-click interfaces with bold icons for swaps, resource tallies, and a trophy menu tracking 50+ achievements (e.g., “Match 100 golds in one go”). Innovative systems shine in power-ups: charge a pickaxe to shatter blockers or a powder keg for area clears, earned via chain combos. These accelerate late-game puzzles, where grids swell with obstacles like locked gems or falling boulders.
Flaws include repetitive level design—grids rarely vary beyond color swaps—and occasional input lag on emulated PC ports, though the compilation’s CD-ROM stability mitigates this. The trophy system, a highlight, gamifies mastery with rewards like wallpapers or developer diaries, fostering long-term engagement. Overall, mechanics prioritize flow state over frustration, with the compilation’s dual titles offering 200+ levels for 20-30 hours of play, ideal for bite-sized sessions.
Core Gameplay Loops
- Puzzle Phase: Match to clear; fail states build tension via rising gems.
- Building Phase: Allocate resources; mini-puzzles gatekeep unlocks.
- Progression Loop: Empire growth feeds back into harder puzzles, creating escalation.
Combat & Progression
No traditional combat— “battles” are against the clock or grid chaos. Progression is resource-gated, with cities as persistent hubs; no save-scumming, but relaxed mode allows flexible retries.
UI & Innovative/Flawed Systems
UI: Intuitive drag-swap with tooltip hints, though font sizing favors larger screens. Innovations: Bonus puzzles break monotony. Flaws: Limited customization (no color-blind modes); tournament mode feels undercooked without online leaderboards.
World-Building, Art & Sound
The worlds of Jewel Master: Cradle of Egypt + Cradle of Rome 2 are evocative dioramas of antiquity, crafted with 2D art that punches above its budget weight. Cradle of Egypt paints the Nile’s fecund banks: grids shimmer with lapis scarabs and turquoise ankh symbols against papyrus-scroll backdrops, evolving from dusty villages to Giza’s iconic skyline. Visual direction employs fixed/flip-screen views, with smooth animations for gem cascades and building erections—pyramids rise brick-by-brick, fostering a tangible sense of accomplishment. Rome 2 mirrors this with marble forums and vine-draped arches, its palette warmer (ochres, reds) to evoke Mediterranean vigor. Atmosphere builds through progression: early levels feel intimate and barren, late ones grandiose, with particle effects like dust storms or laurel confetti enhancing immersion.
Art style, led by cerasus’ team (including artists like Szabolcs Pénzes), draws from historical accuracy—Egypt’s motifs nod to hieroglyphs, Rome to frescoes—without photorealism, opting for vibrant, cartoonish appeal suited to casual play. The compilation’s packaging (as per MobyGames covers) features golden jewel motifs on a pyramid-Rome collage, reinforcing thematic unity.
Sound design, composed by Geronimo Komp and Klesser, is understated yet effective: twinkling chimes for matches escalate to orchestral swells (flutes for Egypt, horns for Rome) during combos. Ambient tracks loop subtly—Nile lapping or forum murmurs—without intrusion, while SFX like gem clinks or hammer strikes provide tactile feedback. These elements coalesce into a relaxing soundscape, contributing to the games’ escapist charm; the historical audio-visual blend makes puzzles feel like ritualistic labors, elevating a simple genre to atmospheric delight. Drawbacks: Repetitive loops can grate in extended sessions, and no voice acting limits emotional depth.
Reception & Legacy
Upon its 2013 release, Jewel Master: Cradle of Egypt + Cradle of Rome 2 flew under mainstream radar, typical of European casual compilations. MobyGames lists no critic scores, and player reviews are absent, reflecting its niche appeal in a market dominated by AAA titles like The Last of Us. However, a 2013 TopFree.de review praised it effusively as a “must for every match-3 fan,” lauding the empire-building frame, bonus puzzles, and trophy system for delivering “match-3 fun of a special kind.” Commercially, it succeeded modestly in Germany via retail bundles (e.g., Software Pyramide editions), with used copies lingering on eBay at €4-15, indicating steady but unspectacular sales. The series’ forebears fared better: Cradle of Rome scored 6.7, Cradle of Persia 6.9, and Jewel Master: Cradle of Egypt 2 6.5, suggesting consistent mid-tier approval.
Reputation has evolved into cult fondness among puzzle enthusiasts, preserved on platforms like MobyGames (added 2022) as a snapshot of 2010s casual gaming. Its legacy lies in hybridizing match-3 with simulation: elements like resource-driven building influenced successors such as Jewel Quest expansions and mobile hits like Empires & Puzzles (2017), blending puzzles with progression. The “Cradle” series (16 entries by 2014) popularized historical settings in tiles, paving the way for edutainment in apps like Civilization Revolution ports. Industrially, it exemplifies the compilation model’s role in extending game lifespans, especially for ports from DS to PC, and underscores European developers’ (cerasus, rondomedia) contributions to accessible gaming amid the free-to-play boom.
Conclusion
In synthesizing the match-3 mastery of Jewel Master: Cradle of Egypt with the empire-expanding polish of Cradle of Rome 2, this 2013 compilation distills the “Cradle of” series’ charms into an unpretentious package: addictive puzzles wrapped in historical whimsy, light narratives, and satisfying progression. While UI quirks and narrative shallowness temper its ambitions, the innovative bonuses, atmospheric art, and replayable modes make it a standout for casual players seeking mindful escapism. Commercially niche yet enduringly influential, it occupies a secure niche in video game history as a bridge between arcade puzzles and strategy sims, earning a solid 8/10 verdict. For match-3 aficionados or history buffs craving low-pressure empire-building, it’s a timeless jewel worth unearthing.