Bubble Bobble is an arcade game by Taito, first released in 1986. It was ported soon for numerous home computers and game consoles. The game features two cute Bubble Dragons, Bub (Japanese "Bubblun"), who is green with yellow spikes/horns and Bob (Japanese "Bobblun"), who is blue with cyan spikes/horns. Together, they journey through the Cave of Monsters to rescue their girlfriends. They move over a system of platforms, busting and pushing bubbles, avoiding enemies and collecting a variety of power-ups.
Apart from jumping, the characters can blow bubbles. Bubbles also float in from the top or bottom of the screen in many levels. They pop after a certain amount of time, when they hit the dragon's spiked back, if they're squashed against a wall or another dragon or if they're fallen upon. By holding down the jump button, it's possible to bounce on top of bubbles, which is sometimes necessary to reach platforms. The main objective of the game is to trap enemies in bubbles, then burst the bubble, thus destroying the enemy.
Each round also features invisible air currents and custom bubble physics, causing all bubbles to move in predetermined trajectories like converging to a certain point, moving very quickly or very slowly, rising too fast, being pulled down as if by gravity, etc., usually with notable effects on a level's difficulty.
Some levels have very short bubble popping times, meaning that bubbles pop almost as soon as they emerge. This is extreme to the point of only being able to kill monsters by "kissing" them in later levels - which means blowing a bubble in such a way that it's immediately squashed against the dragon causing instant death to an enemy. Very short time limits are also used to make the game more difficult, with two rounds having no time limits and a few of them being almost impossible to finish under certain conditions (single player, lack of certain bonuses etc.). It's important to note that when you run out of time, you do not instantly die, but rather an invincible "Skel" enemy appears (two if there are two dragons playing) - for more information on the Skel enemy, see below.
There are 7 kinds of normal enemies, plus the final boss and two kinds of invincible monsters that appear after the "hurry up" limit, each with their own names. Roughly, in order of appearance, they are: Benzo or Bubble Buster (Japanese "Zen-Chan"): A box-shaped, clockwork walking monster with a medium moving speed and good jumping abilities. Interestingly, this monster appears in the graphic tiles of the ROM of the arcade game Chack'n Pop, along with the Stoner and Beluga, but doesn't actually appear inside the game. Super Mode counterpart: Incendo. Stoner (Japanese "Mighta"): A walking monster with red eyes wearing a white robe, much like a ghost. Has a medium moving speed, good jumping abilities and able to shoot. This monster actually first appeared in Taito's 1983 game Chack'n Pop. Super Mode counterpart: Drunk. Blubba or Beluga (Japanese "Monsta"): A flying blue/dark purple monster shaped roughly like a small whale. It flies fast but can only bounce off walls to change direction. This monster also first appeared in Chack'n Pop. Super Mode counterpart: Boa-Boa. Boa-Boa or Hullaballoon (Japanese "Pulpul"): A pink flying monster looking like a toy bear with a small rotor on his head. Flies around slowly but with greater control than the Blubba, and creep in very small openings other monsters and players cannot pass through, thus making it very dangerous in some rounds. Super Mode counterpart: Blubba. Incendo (Japanese "Hidegons", singular): A fast walking monster with shooting abilities, but poor jumping. Unlike the Mighta, he doesn't have to stop walking in order to shoot fireballs. Super Mode counterpart: Benzo. Colley (Japanese "Banebou"): A mushroom shaped-monster which can only move by making short jumps, having a single powerful spring instead of legs. Super Mode counterpart: stays the same. Gromit or Willy Whistle (Japanese "Drunk"): A fast moving monster with good jumping capabilities, and able to throw a bottle which rebounds off walls and is re-caught by the thrower. The final boss is modelled after them, but is instead called Grumple Gromit or Super Drunk. Super Mode counterpart: Stoner. Super Socket (Japanese "Invader"): A robotic-looking monster, fast, but can only move left or right, and downwards if it reaches the end of a platform. It can shoot something resembling lightning, but only vertically (downwards), making it very dangerous in some stages. First appears on stage 60, and doesn't appear at all in the Super version of the game, being replaced by Incendo or Colley instead. Baron von Blubba (Japanese "Skel-Monsta"): It is the invincible monster that appears after the time limit for a round has expired (this limit can be as low as 1 or 2 seconds on some rounds, but there are two rounds with no time limit; round 94 and round 100). It looks like a white Monsta but it can only move vertically or horizontally at timed intervals, but can pass through walls, ceilings, floors and it speeds up each time players avoid getting caught, down to the point of moving continuously. In two players mode, two Skels appear, each one homing on one player only, although both players can be killed by touching either of the Skels. A Skel can only be destroyed by killing a player, or if a player who has just been killed touches his companion's Skel while he is still flickering, and thus invincible. However, he disappears when the last regular enemy is destroyed. Another way to get rid of Skel is to pick up the flashing heart powerup (the only one which remains on the screen after the "hurry up!" warning. A smaller Skel (Japanese "Rascal") also appears in the secret diamond-filled rounds, which can be accessed by special bonuses that appear on rounds 20, 30 and 40 under certain conditions (explained in later section). Losing one's last life inside such a secret room will cause the maximum round reached to be "Round 102", "Round 103" or "Round 104" depending upon in which secret room death occurred, and the first new game started after that will teleport players to the first secret round straight from round 1, but will also cause secret rounds to appear earlier, at stages 10, 20 and 30, and the special 20-stage skip bonus on stage 40 instead of stage 50. Grumple Gromit (Japanese "Super Drunk") is the endgame boss that appears in level 100. He is huge, bounces off walls, and fires arcs of bottle-shaped missiles. The level contains a magic potion that lets you breathe lightning bubbles, and you have to hit him with lots of lightning to trap him in a bubble. If this bubble is not popped soon enough, he will escape and become angry just like regular enemies.
The dragons' main weapon is their ability to blow bubbles. After being blown, they shoot forward for a short distance, then float upwards slowly. It is possible to jump on bubbles to reach otherwise inaccessible areas. An enemy hit by a forward-shooting (not floating) bubble will be trapped in it. The bubble can then be popped, killing the enemy and turning it into an item that can be collected for bonus points. If left floating, it will become angry and escape the bubble after a while.
In some levels, there are special bubbles that appear by themselves:
Power-ups include:
= A, Bubblebobble_B.PNG = B etc. ) and the text that follows is a cryptic message explaining various game tips, although those "tips" are relatively obvious and poorly-translated.
Transliterating the messages, they read as (spelling and grammar as they appear in the game):
This coded alphabet is used to display the "Super Mode" code (after finishing the game with two players in 'standard' mode), and appears in several other Taito games, like Rainbow Islands and the Puzzle Bobble series.
Secret doors appear on levels 20, 30 and 40, with one that skips you forward 20 levels if you make it to stage 50 without dying. *
A relatively unknown and obscure part of Bubble Bobble gameplay has always been the way the various bonuses appear. While most of them may appear completely random, the game actually keeps a series of internal (and unseen) counters about events such as number of jumps, jumps over bubbles, bubble bursts, bubbles blown etc. during a round or in the whole game, maximum number of monsters blown in a certain round etc. and these events are actually used to determine which bonuses will appear, and to a certain extent when they will appear.
Some known events and the effect they have on bonuses are:
The number of distinct EXTEND bubbles that will appear on a round depend on the maximum number of monsters killed during the round, or on a previous round if said previous round didn't have "openings" for EXTEND bubbles to fly in, or was completed before they could appear. In general, killing N+1 monsters will make N distinct EXTEND bubbles appear. Since the game actually can have only 7 monsters per round, killing 7 monsters in a single bubble cluster will make all 6 EXTEND letters appear.
In Taito's PC port, however, killing N monsters will cause the N-th letter of the word to appear - making the N extremely hard to get because there's only few levels where you can easily pop five enemies simultaneously. This is probably a bug.
Another known event-triggered event is the appearance of candy cane bonuses: if a player rides a bubble more than 20 times, then a candy cane will surely appear in that round.
Other bonuses can be made to appear in similar manners, and there is at least one internet page listing some of the events and their effects *.
For a special bonus on the NES version, a player must enter the password HIJID, select 2 player continue, and finish round FO (last level) with both players alive. After the entire ending has run and the player is prompted to press start, the player will receive a reward. The reward is a sound test for the whole game.
Bubble Bobble is a game heavily relying on gameplay and precise technique rather than graphics, and it features a series of special techniques and tricks a player can perform to maximize his or her score, make some rounds of the game easier or faster to finish or just to be able to survive or even finish a round.
Some of these techniques have special nicknames, which may differ from player to player and from country to country.
On the original Game Boy version of Bubble Bobble, and Classic Bubble Bobble for the Game Boy Color, there is a storyline in which only Bub is involved in the gameplay.
In this uncommon storyline, Bob (as a human) has an unknown sickness, so Bub has to pass through the hundred levels to defeat Super Drunk and get the Moon Water. There is no mention of the "Cave of Monsters" in this version.
In Classic Bubble Bobble for the Game Boy Color, Bob (as a bubble dragon) has the unknown sickness. Bub has to go through a number of levels (lesser than the arcade or Game Boy, etc versions) and defeat the Darkness Drunk in order to gain the Moon Water. Again, there is no mention of a "Cave of Monsters".
In October 2005, a version was released for the Xbox, PlayStation 2, and PC as part of the Taito Legends compilation of classic arcade games.
Some Bubble Bobble ports however, from the date of release of the arcade version up today, have been heavily criticized for their mechanics deviating significantly from the arcade version, adversely affecting the gameplay.
For example, in many versions of the game the two-digit trick to make extra bonuses appear at the end of the stage just doesn't work, or the score and bonus awarding system is entirely different, in part due to the complexity of the original one, and most of the aforementioned techniques can be much harder or impossible to reproduce, thus completely changing (arguably ruining) the gaming experience.
Examples include even comparatively recent versions such as the (1996) PC/PlayStation/Sega Saturn versions by Acclaim: they either have different game mechanics (too fast dropping speed, barely working shoes, bubbles going through walls, different jumping physics and many non-implemented techniques) or different behaviour for some monsters (especially the time-up monster).
Another example is the early 1989 PC version by Novalogic, which had the possibility of diagonal jumps with a single keystroke (thus enabling players to go through walls), lacked completely the ability of kissing monsters, and had different rules governing the appearance of some bonuses (most notably the orange-yellow sweet).
The various Nintendo NES and Game Boy ports and sequels are very different, often featuring scrolling screens, different enemies, and the ability for the dragons to fly.
In general, there are as many variations to the game mechanics as there are versions, with some being more faithful to the arcade version than others and some resulting in noticeably different gameplay experience. Although that is a general rule regarding ports of any game, in Bubble Bobble it can become very noticeable and annoying because of the game relying primarily on its fast paced and trick-filled gameplay.
One of the few versions having game mechanics and gameplay very close to the arcade is the Sega Master System version, despite its introduction of extra gameplay elements. Moreover, the version included in Taito Legends for the Xbox, PS2, and PC should be a near-perfect copy of the original arcade version, as it supposedly features the original ROM running under emulation.
There are a couple of previous Taito games which sort of anticipated the Bubble Bobble legacy because of their inclusion of characteristic common elements or even monsters (e.g. the Mighta and Monsta both appeared first in the game Chack'n Pop, and in fact level 29 of Bubble Bobble is a direct copy of level 1 of Chack'n Pop) :
Bub and Bob also appeared in Puzzle Bobble, otherwise known as Bust a Move in the United States. Bust a Move was followed by many sequels, for many consoles, including PlayStation, Nintendo 64, Game Boy, Game Boy Color, Game Boy Advance, Nintendo GameCube, PlayStation 2, Xbox and even the N-Gage, along with computer and arcade versions. This spin-off franchise became more popular than Bubble Bobble itself, and has (so far) outlived it.
Some examples of successful non-Taito video games resembling Bubble Bobble in some or even all of the above aspects are:
Bubble Bobble also inspired a few software publishers to publish derivatives of the game for the PC and Mac. Such titles include Bubble Bobble World, Bubble Bobble Quest, Bubble Bobble Nostalgie, Bub & Bob, and The Bub's Brothers. Such games are marketed online.
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