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Encyclopedia :
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BUB :
Bubble Bobble |
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Bubble BobbleBubble Bobble is the name of an arcade game by Taito, first released in 1986. It featured two cute dragons, Bub\ and Bob, who moved over a system of platforms, busting and pushing bubbles, avoiding bad guys and collecting a variety of power-ups. Versions of the game were released for several home computer or game systems, including the Commodore 64, the Commodore Amiga, the Atari ST, and the Nintendo Entertainment System. A sequel to Bubble Bobble called Bubble Bobble 2 was also released for the NES, as well as Rainbow Islands, a sequel to the first two games. Rainbow Islands was later remade for the Sega Genesis. Game Mechanics The original arcade game, despite its release date (1986) and its apparent simplicity features some rather complicated and convoluted game mechanics, one of the main reasons that most computer or game console ports of the game, even when released several years of distance from the original, seem lacking and incomplete in many aspects. LevelsEach level (or round) consisted of exactly one screen, with no scrolling or flipping. The dragons could move around the levels by walking on platforms, falling through empty space, jumping through platforms from below and (in some levels) falling through holes at the bottom of the level in order to reappear at the top, or even viceversa (see gameplat techniques below). Each round also featured invisible pathways and custom bubble physics, causing all bubbles to move in predetermined trajectories like converging to a certain point, moving very fast or very slow, rising too fast or, on the contrary, being pulled down as by a strong gravity etc. usually with notable effects on a level's difficulty. Also, some levels had got very short bubble popping times, down to the point of only being able to kill monsters by kissing them, or very short time limits, with a few rounds having no time limits and a few of them being potentially impossible to finish, under certain conditions (single player, lack or certain bonuses, wrong actions etc.). EnemiesThere was a variety of enemies that moved around in different patterns. Contact with an enemy (or the missiles fired by some) would kill a dragon. The dragons' job was to complete the level by killing all enemies in it. If this was not achieved within a time limit, the enemies would become "angry" (making them faster and thus more dangerous and harder to kill) and one or two skulls appeared that would home in towards the dragons to kill them. after a "hurry up!" message was flashed across the screen. There were 7 kinds of normal enemies, plus the final boss and two kinds of invincible monsters that appeared after the "hurry up" limit, each with their own names.
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. 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, apart of course completing a round. A smaller Skel also appears in the secret diamaond-filled rounds, which can be accessed by special bonuses that sometimes appear on rounds 20, 30 and 40. Losing one's last life inside such a secret round will cause the maximum round reached to be "Round 102", "Round 103" or "Round 104" depending in which temple 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. Weapons and bonusesThe dragons' main weapon was their ability to breathe bubbles. After exhalation, these would shoot forward for a short distance, then float upwards slowly. It was possible to jump on bubbles to reach otherwise inaccessible areas. An enemy hit by a forward-shooting (not floating) bubble would be trapped in it. The bubble could then be popped, killing the enemy and turning it into bonus points. If left floating, it would become angry and escape the bubble after a while. In some levels, there were special bubbles that appeared by themselves:
Rounds with numbers ending with 5 and 0 generate bonuses from bubbles automatically though, and some rounds (including round 1) do it by default.
Game Mechanics in conversions and portsBubble Bobble has been widely recognized as one of the most playable games of all time, owing much of its success to its previously described game mechanics, which are only apparently simple, and its many hidden features and secrets. Also, most Bubble Bobble players usually manage to master techniques such as riding bubbles, bubbling oneself through the screen or kissing monsters, and expect them to work all the time. Some Bubble Bobble ports however, from the date of release of the Arcade version up to day, have been heavily criticized for the poor quality of their mechanics (or, rather, their not being similar enough to the arcade). 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 (or even ruining) the gaming experience. Examples include even comparatively recent versions such as the (1996) PC/Playstation/Sega Saturn version by Acclaim: it had completely wrong game physics (too fast dropping speed, barely working shoes, bubbles going through walls, different jumping physics and many non-implemented techniques) or different (hence, wrong) behaviour for some monsters (especially the time-up monster). Another example is the early 1989 PC version by Novalogic, which had the possibity of diagonal jumps with a single keystroke, enabling players to go through walls, and lacked completely the ability of kissing monsters. In general, there as many variations to the game mechanics as there are versions, with some being better than others and some resulting in one's completely different experience with the game. Although that is a general rule regarding ports of any game, in Bubble Bobble it becomes 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 LegacyBubble Bobble inspired many sequels, including: 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, and even the N-Gage, along with computer and arcade versions. It became more popular than the original Bubble Bobble game itself. External links
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