Bubble Bobble FAQ Version 2.3 (12/03/2024)
PDF Version
Welcome to my update of the Bubble Bobble FAQ. Since Bubble Bobble has now been
emulated thru the efforts of MAME a lot more information about the game has come
to light, especially from the author of the MAME driver Chris Moore. He was able
to delve deep into Bubble Bobble ROMS and extract all sort of wonderful
information about my favourite game, stuff we all thought was random, but now we
know better. Contact me guruchoc@arcadeheaven.com if you ever have anything to
add. If that address is no longer valid, you can always do a search for "Bubble
Bobble Home Page" on any search engine and you should be able to locate me. This
FAQ is based on the ARCADE version of the game only.
What is Bubble Bobble?
Bubble Bobble was an arcade game released by Taito in 1986. You have to guide
the two hero's Bub and Bob through 100 levels of adventure to rescue their
girlfriends. It was one of the first two player co-operation games (although all
co-operation goes out the window when a 50,000 pt diamond goes down the middle
of the screen and you race to see who can get the points first ). It was one of
the first games to have joystick combinations that allow you to power-up your
original characters. It has spawned a couple of sequels, Rainbow Islands ( a
much better, but harder to find game ), Parasol Stars and in the last few years
Bubble Symphony and Bubble Symphony. There is also the Puzzle Bobble
(Bust-A-Move) series of games that unite Bub and Bob together in a completely
different, but as playable games.
Bubble Bobble Gameplay
One of the great things about this game was all of the different hidden things
that were discovered by playing the game. Basically you have to clear each room
of all the enemies to let you advance to the next room. You did this by trapping
the enemy inside your bubbles and then bursting the bubbles. Along the way you
could pick up powerups and extra weapons that were only available for that room,
some stayed with you until you died. As a rule only one food bonus and one
weapon bonus per room.
The basic power-ups are as follows
Yellow bubblegum (sweeties)-increase bubble firing speed.
Purple bubblegum (sweeties)- make the bubble travel further.
Blue bubblegum (sweeties)-increase the bubble speed across screen.
Red shoe-faster moving Bub and Bob.
Other special powerups are
Candy canes-when the last enemy is killed all remaining bubbles turn into fruit
as well as a large bonus from 10,000 to 70,000 pts.
Treasure chest-similar effect to candy canes except diamonds fall.
Clock/Watch-stops level timer and changes screen colour.
Red trophy- give you all the basic power-ups.
Purple trophy-smart bomb, kills all enemy and turns them into diamonds.
Blue trophy-gives you extra points when you run along the ground.
Purple bomb-kills all enemy and turns them into diamonds.
Blue cross-fills the screen with water and turns enemy into diamonds.
Red cross-lets you shoot fireballs and turn the enemy into diamonds.
Yellow cross-causes lightning to come down the screen and turns enemy into
diamonds.
Bomb-kills all enemy on screen.
Blue umbrella-advance three rooms.
Yellow umbrella-advance five rooms.
Purple umbrella-advance seven rooms.
Diamond necklace-releases a ball that flies around the screen and turns enemy
into diamonds.
Red Ring-gives you 100 pts for every bubble blown.
Silver Ring-creates a stream of stars that kill all enemy.
Blue Ring-gets points while running around.
Purple Ring-gives you 500 pts every time you jump.
Bible/Book-smart bomb kills all enemy and turns into diamonds.
Glowing love heart-enemy freeze and you can run into them.
Potions-fill the screen with various items, collect all of these for a 100,000
pt bonus usually you share them if there is an equal number (grin)
Doorways-These appear if you can get to level 20, 30, and 40 without losing a
man. Puts you in a bonus room full of diamonds. Getting to level 50 without
dying advances you to level 70.
Fireball bubble-A very rare occurrence, gives you fireballs instead of bubbles
for five rooms.
Fire Bubble-hop on this to make fire fall to the ground and kill enemy.
Lightning Bubble-Fires lightning across the screen opposite to the way you are
facing.
Bell- Activates alarm that will warn the player that a secret weapon is about to
appear (good for all subsequent levels and the rest of the game, regardless if
the player dies).
Skull-Turns the enemies fast and nasty.
How to make the letters appear
EXTEND-bubbles appear only on "open levels" (levels where bubbles fly in from a
"hole" in the ceiling or the bottom)
EXTEND-bubbles appear only when you've popped in the previous non-open-stages
more than 2 (or 3) enemy-trapped-bubbles at once. The more enemies popped at
once, the more DIFFERENT EXTEND-bubbles will come. (I'm sure this is valid for
ALL previous stages up to an "open-level"; I hope I've described that well!) It
goes something like this: Enemies popped at a time Different EXTEND-bubbles to
come 2 none 3 1 4 2 5 3 6 4 7 5 8 ALL! (6)
When you're on an "open stage" you may want to try to pop more than 3 enemies at
a time because the upper table applies to the CURRENT stage, too (if it is an
"open stage" that is).
Secrets and hidden stuff
These codes must be entered on the title screen showing Bubble Bobble written
inside a cloud.
LEFT JUMP LEFT 1P LEFT BUBBLE LEFT 1P- it will say power up at the bottom of the
screen and you will have fast feet,fast bubbles, etc
BUBBLE JUMP BUBBLE JUMP BUBBLE JUMP RIGHT 1P-the screen will say original game
mode and you will get the bonus doors whether you die or not.
1P JUMP BUBBLE LEFT RIGHT JUMP 1P RIGHT-this give you super on the title screen.
You play the game with the monsters from the first 50 screens in the last 50 and
visa-versa.
High score table tricks
One of the first games to feature bonuses when you entered the right initials in
the high score table. Just finish a game and enter the initials below, the
effects are described next to the initials. They mainly effect the second bonus
object that appears on the first set. The best way to reap the rewards is to
bubble the 3 monsters and wait for the second bonus to appear, get the bonus and
then blow as many bubbles as possible so you get the maximum points available.
You might want to blow bubbles and burst them while you wait or run along the
bottom of the screen to make certain bonuses appear on the next level, read
further down to see what I mean.
SEX pitch fork-flying cakes/beer/etc across the screen, turn enemies into 6k
diamonds
TAK octopus-turns bubbles into X's at end of level
STR flamingo-turns bubbles into smiling turds at end of level
KTT beer-turns bubbles into pizzas at end of level, what a perfect match !!!
... knife-flying cakes/beer/etc across the screen, turn enemies into 6k diamonds
I.F
MTJ coke can-flying cakes/beer/etc across the screen, turn enemies into 6k
diamonds
NSO
KIM
YSH
Other tricks and tips
This is one of the coolest cheats in Bubble Bobble. You get this if you lose
your last dino in a treasure room. Normally, you only get treasure rooms if you
have reached levels 20, 30 and 40 without dying, and you exit a treasure room if
you die once, so the only way to do this is if you are using the "original game"
cheat that gives you treasure rooms anyway. When you lose your last dino in a
treasure room, your level is recorded as 102, and then all the demo screens turn
to treasure rooms and the next game you play you get a treasure room on level 1!
Also, the fruit bonus is *not* random. If the hundreds and tens digits are the
same when you kill the last enemy, all bubbles on the screen turn into fruit
(the higher the level the higher fruit value). A nice trick here: Have one
player ready to pop the last enemies, and have the other player shoot bubbles
into a wall until the digits match... THEN have the first player kill them. You
see, the game doesn't care WHOSE digits match - could be either. Bonus fruit on
every round! When time runs out, and the skels come out to get you, if you die,
when you're brought back to life, and STILL FLASHING (vital!), run over and
touch your friend's skel.POOF! No more skel.
True ending to this game.
All you need to do is enter the Super Bubble Bobble cheat at the intro screen
and finish the game with out losing a man (easier typed then done) when you
finish the game you will see your parents rescued as well as your girlfriends.
That's all there is too it.
Bubble Bobble or Bobble Bobble
Bubble Bobble is the original version of the game and Bobble Bobble is the
pirate copy, if you look at the cloud in the background you can see the bad job
they did of hacking the graphics. There is also some variation in game play. On
my board you can choose a Japanese version of the game that comes up with a
copyright notice at the beginning or an English version of the game. There is no
difference in the gameplay. On the original board you can switch between BB and
Super BB. I have played a version where you could pick original on the board and
on level 6 , and subsequent levels, the guys in the white robes will roll rocks
at you. There seems to be many variations of this game. Latest information
suggest that there are at least 4 different rom sets for this game, eventually
MAME will hopefully support them all.
Other platforms
Bubble Bobble is available on the Apple II, IBM, Atari ST, C64/128, Amiga,
Gameboy, Game Gear, Playstation, Saturn, MSX and NES. Rainbow Islands is
available on C64/128, Playstation, Saturn, Sinclair Spectrum, Amstrad CPC, Sega
Master System, Atari ST, NES and Amiga. Parasol Stars is available on C64/128,
Turbo Grafx16/Turbo Express, NES, Atari ST, Gameboy and Amiga. If you wish to
play the actuall arcade game on your PC/MAC/Linux etc go get a copy of mame and
enjoy it, MAME is actually the arcade game running on your machine, don't waste
your time with the pathetic conversions that are out there, unless you just want
them for having thems sake.
Arcade Board Pinouts
SOLDER SIDE PARTS SIDE
GND 01 GND
VIDEO RED 02 VIDEO GND
VIDEO GREEN 03 VIDEO BLUE
VIDEO SYNC 04 -5V
SOUND + 05 SOUND -
POST 06 POST
+12V 07 +12V
COIN SWITCH A 08 COIN SWITCH B
COIN METER A 09 COIN METER B
COIN LOCKOUT A 10 COIN LOCKOUT B
SERVICE SWITCH 11 TITLE SWITCH
START PLAYER 1 12 START PLAYER 2
SPARE 13 SPARE
SPARE 14 SPARE
1P RIGHT 15 2P RIGHT
1P LEFT 16 2P LEFT
GND 17 GND
GND 18 GND
+ 5V 19 + 5V
+ 5V 20 + 5V
1P BUBBLE 21 2P BUBBLE
1P JUMP 22 2P JUMP
Dip Switches
SWITCH A
1 2 3 4 5 6 7 8
GAME TYPE
BUBBLE BOBBLE OFF
SUPER BUBBLE BOBBLE ON
SCREEN
NORMAL OFF
REVERSE ON
MODE
PLAY OFF
TEST ON
ATTRACT SOUND
YES OFF
NO ON
COIN A
1 COIN 1 PLAY OFF OFF
1 COIN 2 PLAY ON OFF
2 COIN 1 PLAY OFF ON
2 COIN 3 PLAY ON ON
COIN B
1 COIN 1 PLAY OFF OFF
1 COIN 2 PLAY ON OFF
2 COIN 1 PLAY OFF ON
2 COIN 3 PLAY ON ON
SWITCH B
1 2 3 4 5 6 7 8
DIFFICULTY
NORMAL OFF OFF
EASY ON OFF
HARD OFF ON
VERY HARD ON ON
BONUS 1ST/2ND
30000/100000 OFF OFF
20000/80000 ON OFF
40000/200000 OFF ON
50000/250000 ON ON
LIVES
3 OFF OFF
5 (FREE PLAY) ON OFF
1 OFF ON
2 ON ON
SPARE (ALWAYS OFF) OFF OFF
Why Shit Happens (or "what causes each special item to appear")
This list was made by Chris Moore, he wrote the driver for MAME and has found
out much more than anyone could by just playing the game.
The game maintains a bunch of counters which keep a record of how many times you
have done various things. Once a counter reaches its threshold, it is reset to
zero and you get the item which that counter is associated with. Counters are
only checked at the beginning of each round. If two or more counters reach their
thresholds in the same round, the one which is associated with the highest
numbered item is used. The other(s) will keep their value for the next screen.
The counters aren't reset at the beginning of each game, which is why on the
arcade game there is generally a special item on the first screen, but in the
emulation the first game you play doesn't offer a special item, since the
counters are all reset when the machine is first switched on.
In the following, the ITEM_DATA line contains:
XXXX ( AA BB CC DD ) EE
XXXX is the address of the counter which is used
AA BB CC and DD are the 4 possible thresholds which the counter must reach
before you get the item. Which one of the 4 values is used depends on the
'difficulty' setting that the game is currently running at:
CC for difficulty 00-04
DD for difficulty 05-07
BB for difficulty 08-0B
AA for difficulty 0C-1E
initial difficulties are: 0D (v.hard), 0A (hard), 04 (easy) and 07 (normal) for
the 4 dip-switch settings. The difficulty changes throughout the game, going
higher when you gain extra lives, lower when you die, and other things affect
it, too, which I don't know about.
EE is non-zero if the bell should warn us that the item is around
The ITEM_ACTION sections (where I've put them in) are useful for 'cheating' in
MAME. Where it's like 'IX+$31', the address is E691+31 for P1 and E6C3+31 for
P2. So, for example, a cheat would be:
boblbobl:0:e6f4:80:0:Long Range Bubbles (P2)
because e6c3+31 is e6f4.
Special Items:
ITEM_NUMBER: 0/00
ITEM_DESCRIPTION: red and white sweetie -> long-range bubbles
ITEM_DATA: E5DF ( 23 23 23 23 ) 00
ITEM_COUNTER: bubbles blown
ITEM_ACTION: LD (IX+$31),$80
e5df is incremented each time a bubble is blown (by either player) so blow 35 or
more bubbles and get a purple and white 'long-range bubbles' sweetie on the next
level
ITEM_NUMBER: 1/01
ITEM_DESCRIPTION: purple and cyan sweetie -> fast bubbles
ITEM_DATA: E5E0 ( 23 23 23 23 ) 00
ITEM_COUNTER: empty bubbles popped
ITEM_ACTION: LD (IX+$2F),$06
e5e0 is incremented each time an empty bubble is popped (by either player) (for
10 points) so pop 51 or more empty bubbles and get a purple and cyan 'fast
bubbles' sweetie on the next level
ITEM_NUMBER: 2/02
ITEM_DESCRIPTION: orange and yellow sweetie -> rapid-fire bubbles
ITEM_DATA: E5E4 ( 23 23 23 23 ) 00
ITEM_COUNTER: jumps
ITEM_ACTION: LD (IX+$2E),$05
e5e4 is incremented each time either player jumps, so jump 51 or more times and
get an orange and yellow 'rapid-fire bubbles' sweetie on the next level
ITEM_NUMBER: 3/03
ITEM_DESCRIPTION: shoe -> run faster
ITEM_DATA: E5E6 ( 0C 0C 0C 0C ) 00
ITEM_COUNTER: distance run
ITEM_ACTION: LD (IX+$30),$13
LD (IX+$2C),$01
LD (IX+$1F),$00
e5e5 is incremented each time either play runs along the ground - it goes at
twice the speed if both players are running. when it reaches 256, it wraps
around to 0, and e5e6 is incremented. if one player runs all the way across the
bottom of the level about 15 times then there should be some running shoes on
the next level
ITEM_NUMBER: 4/04
ITEM_DESCRIPTION: clock -> ?
ITEM_DATA: E5E1 ( 0C 0C 0C 0C ) 00
ITEM_COUNTER: lightning bubbles popped
e5e1 is incremented whenever you pop a lightning bubble - get 12 of then for a
clock on the next level
ITEM_NUMBER: 5/05
ITEM_DESCRIPTION: bomb -> 10k (free) or 6k (bubbled) diamonds
ITEM_DATA: E5E2 ( 13 10 0A 0D ) 01
ITEM_COUNTER: fire bubbles popped
e5e2 is incremented whenever you pop a fire bubble - get 19/16/10/13 of them for
a bomb on the next level
ITEM_NUMBER: 6/06
ITEM_DESCRIPTION: orange umbrella -> skip 3 levels
ITEM_DATA: E5E3 ( 0F 0F 0F 0F ) 00
ITEM_COUNTER: water bubbles popped
ITEM_NUMBER: 7/07
ITEM_DESCRIPTION: red umbrella -> skip 5 levels
ITEM_DATA: E5E3 ( 14 14 14 14 ) 00
ITEM_COUNTER: water bubbles popped
ITEM_NUMBER: 8/08
ITEM_DESCRIPTION: purple umbrella -> skip 7 levels
ITEM_DATA: E5E3 ( 19 19 19 19 ) 00
ITEM_COUNTER: water bubbles popped
e5e3 is incremented whenever you pop a water bubble - even if there's already
water on the screen and it seems like the bubble didn't do anything, it's still
counted. get 15 of then for an orange umbrella, 20 for a red one or 25 for a
purple one
ITEM_NUMBER: 9/09
ITEM_DESCRIPTION: sunflower potion
ITEM_DATA: E5E7 ( 0F 0F 0F 0F ) 00
ITEM_COUNTER: wrap-arounds from bottom to top of screen
ITEM_NUMBER: 10/0a
ITEM_DESCRIPTION: flower potion
ITEM_DATA: E5E7 ( 10 10 10 10 ) 00
ITEM_COUNTER: wrap-arounds from bottom to top of screen
ITEM_NUMBER: 11/0b
ITEM_DESCRIPTION: clover potion
ITEM_DATA: E5E7 ( 11 11 11 11 ) 00
ITEM_COUNTER: wrap-arounds from bottom to top of screen
ITEM_NUMBER: 12/0c
ITEM_DESCRIPTION: rainbow potion
ITEM_DATA: E5E7 ( 12 12 12 12 ) 00
ITEM_COUNTER: wrap-arounds from bottom to top of screen
ITEM_NUMBER: 13/0d
ITEM_DESCRIPTION: musical potion
ITEM_DATA: E5E7 ( 13 13 13 13 ) 00
ITEM_COUNTER: wrap-arounds from bottom to top of screen
e5e7 is a counter of how many times either player has fallen from the bottom of
the screen and appeared back on the top, as if by *magic*! If you do this enoght
times, you get a potion - 15, 16, 17, 18 and 19-or-more times for the different
types of potions
ITEM_NUMBER: 14/0e
ITEM_DESCRIPTION: flashing heart - freezes monsters & makes you flash & go all
invincible
ITEM_DATA: E5E8 ( 41 3C 32 37 ) 01
ITEM_COUNTER: dead-monster fruits eaten
ITEM_NUMBER: 15/0f
ITEM_DESCRIPTION: blue ring - points for running
ITEM_DATA: E5E9 ( 03 03 03 03 ) 00
ITEM_COUNTER: 'fast bubbles' sweeties eaten
ITEM_NUMBER: 16/10
ITEM_DESCRIPTION: purple ring - points for jumping
ITEM_DATA: E5EA ( 03 03 03 03 ) 00
ITEM_COUNTER: 'rapid-fire bubbles' sweeties eaten
ITEM_NUMBER: 17/11
ITEM_DESCRIPTION: red ring - points for bubbles
ITEM_DATA: E5EB ( 03 03 03 03 ) 00
ITEM_COUNTER: 'long-range bubbles' sweeties eaten
ITEM_NUMBER: 18/12
ITEM_DESCRIPTION: blue cross - drowns monsters in water
ITEM_DATA: E5F6 ( 0D 0C 0A 0B ) 01
ITEM_COUNTER: special items eaten
ITEM_NUMBER: 19/13
ITEM_DESCRIPTION: yellow and red cross - lightning kills monsters
ITEM_DATA: E5F7 ( 10 0E 0A 0C ) 01
ITEM_COUNTER: special fruits eaten
ITEM_NUMBER: 20/14
ITEM_DESCRIPTION: red and orange cross - breath fireballs for 9k diamonds
ITEM_DATA: E5EE ( 07 06 04 05 ) 01
ITEM_COUNTER: monsters drowned by water bubble
ITEM_NUMBER: 21/15
ITEM_DESCRIPTION: cyan teapot - same as items 0x10, 0x11 and 0x0f
that's points for jumping, for bubbles and for running
ITEM_DATA: E5EF ( 05 05 05 05 ) 00
ITEM_COUNTER: times that p1 has joined a running game
ITEM_NUMBER: 22/16
ITEM_DESCRIPTION: red teapot - same as items 0x10,11,0f,00,01,02
that's points for jumping, for bubbles and for running
and long-range, fast, rapid-fire bubbles
ITEM_DATA: E5F0 ( 05 05 05 05 ) 00
ITEM_COUNTER: times that p2 has joined a running game
ITEM_NUMBER: 23/17
ITEM_DESCRIPTION: exploding purple teapot
ITEM_DATA: E5EC ( 02 02 01 01 ) 01
ITEM_COUNTER: umbrellas (items 6, 7 and 8) collected
ITEM_NUMBER: 24/18
ITEM_DESCRIPTION: yellow teapot - same as items 0, 1 and 2
that's long-range, fast, rapid-fire bubbles
ITEM_DATA: E5ED ( 04 03 01 02 ) 00
ITEM_COUNTER: clocks (item 4) collected
ITEM_NUMBER: 25/19
ITEM_DESCRIPTION: book - shakes screen for 6/8k diamonds
ITEM_DATA: E5F3 ( 10 0E 0A 0C ) 01
ITEM_COUNTER: monsters killed by fire bubble
ITEM_NUMBER: 26/1a
ITEM_DESCRIPTION: diamond necklace - flying stars -> 6k diamonds
ITEM_DATA: E5F4 ( 10 0E 0A 0C ) 01
ITEM_COUNTER: monsters killed by lightning bubble
ITEM_NUMBER: 27/1b
ITEM_DESCRIPTION: red pearl necklace - give 10 free extend letters
ITEM_DATA: E5D9 ( 1E 19 0F 14 ) 00
ITEM_COUNTER: games started (2 player games count as 2)
ITEM_NUMBER: 28/1c
ITEM_DESCRIPTION: purple? pearl necklace for bouncing thing -> 6k diamonds
ITEM_DATA: E5DA ( 1E 19 0F 14 ) 01
ITEM_COUNTER: levels started
ITEM_NUMBER: 29/1d
ITEM_DESCRIPTION: fork -> flying vegetables for 6k diamonds
ITEM_DATA: F457 ( 01 01 01 01 ) 01
ITEM_COUNTER: entries of 'SEX' into high score table
ITEM_NUMBER: 30/1e
ITEM_DESCRIPTION: purple treasure chest -> 80k diamond
ITEM_DATA: F458 ( 01 01 01 01 ) 00
ITEM_COUNTER: ??? no idea ???
ITEM_NUMBER: 31/1f
ITEM_DESCRIPTION: pink/orange treasure chest -> 70k diamond
ITEM_DATA: E601 ( 03 03 03 03 ) 00
ITEM_COUNTER: books (item 0x19) collected
ITEM_NUMBER: 32/20
ITEM_DESCRIPTION: brown treasure chest -> 60k diamond
ITEM_DATA: E602 ( 03 03 03 03 ) 00
ITEM_COUNTER: exploding purple teapots (item 0x17) collected
ITEM_NUMBER: 33/21
ITEM_DESCRIPTION: cyan treasure chest -> 50k diamond
ITEM_DATA: E600 ( 03 03 03 03 ) 00
ITEM_COUNTER: water crosses (item 0x12) collected
ITEM_NUMBER: 34/22
ITEM_DESCRIPTION: grey treasure chest -> 40k diamond
ITEM_DATA: E5FF ( 03 03 03 03 ) 00
ITEM_COUNTER: yellow and red crosses (item 0x13) collected
ITEM_NUMBER: 35/23
ITEM_DESCRIPTION: red/pink cane 30k pointy cake
ITEM_DATA: E5FD ( 03 03 03 03 ) 00
ITEM_COUNTER: 'D's collected
ITEM_NUMBER: 36/24
ITEM_DESCRIPTION: red/brown cane 30k iced bun
ITEM_DATA: E5FC ( 03 03 03 03 ) 00
ITEM_COUNTER: 'N's collected
ITEM_NUMBER: 37/25
ITEM_DESCRIPTION: red cane 20k melon
ITEM_DATA: E5FB ( 03 03 03 03 ) 00
ITEM_COUNTER: (middle) 'E's collected
ITEM_NUMBER: 38/26
ITEM_DESCRIPTION: orange cane 10k apple
ITEM_DATA: E5FA ( 03 03 03 03 ) 00
ITEM_COUNTER: 'T's collected
ITEM_NUMBER: 39/27
ITEM_DESCRIPTION: light brown cane 10k lolly
ITEM_DATA: E5F9 ( 03 03 03 03 ) 00
ITEM_COUNTER: 'X's collected
ITEM_NUMBER: 40/28
ITEM_DESCRIPTION: cyan cane 10k double lolly
ITEM_DATA: E5F8 ( 03 03 03 03 ) 00
ITEM_COUNTER: (initial) 'E's collected
ITEM_NUMBER: 41/29
ITEM_DESCRIPTION: bell
ITEM_DATA: E5FE ( 0E 0C 08 0A ) 00
ITEM_COUNTER: "hurry up!"s displayed
ITEM_NUMBER: 42/2a
ITEM_DESCRIPTION: spider (turns bubbles into X's at end of level?)
ITEM_DATA: E604 ( 01 01 01 01 ) 00
ITEM_COUNTER: entries of 'TAK' into high score table
ITEM_NUMBER: 43/2b
ITEM_DESCRIPTION: flamingo (turns bubbles into smiling turds at end of level?)
ITEM_DATA: E605 ( 01 01 01 01 ) 00
ITEM_COUNTER: entries of 'STR' into high score table
ITEM_NUMBER: 44/2c
ITEM_DESCRIPTION: lager (turns bubbles into pizzas at end of level?)
ITEM_DATA: E606 ( 01 01 01 01 ) 00
ITEM_COUNTER: entries of 'KTT' into high score table
ITEM_NUMBER: 45/2d
ITEM_DESCRIPTION: knife for flying cakes/beer/etc and 6k diamonds)
ITEM_DATA: E607 ( 01 01 01 01 ) 01
ITEM_COUNTER: entries of '...' into high score table
ITEM_NUMBER: 46/2e
ITEM_DESCRIPTION: crystal ball (special item come quicker next round
(and forever?))
ITEM_DATA: E609 ( 01 01 01 01 ) 00
ITEM_COUNTER: ?? finishing level really quickly then getting nice fruit ??
ITEM_NUMBER: 47/2f
ITEM_DESCRIPTION: pencil/cigar (makes next 3 special items be
potions), and acts like item 0c, the rainbow potion
ITEM_DATA: E60A ( 01 01 01 01 ) 00
ITEM_COUNTER: started 777 levels
ITEM_NUMBER: 48/30
ITEM_DESCRIPTION: skull (immediate 'hurry up')
ITEM_DATA: E611 ( 14 19 1E 1B ) 00
ITEM_COUNTER: times the skel has come (+2 more sometimes if he catches you)
ITEM_NUMBER: 49/31
ITEM_DESCRIPTION: treasure room door to 20
ITEM_DATA: E60D ( 01 01 01 01 ) 00
ITEM_COUNTER: get to level 19 without loss of life
ITEM_NUMBER: 50/32
ITEM_DESCRIPTION: treasure room door to 30
ITEM_DATA: E60E ( 01 01 01 01 ) 00
ITEM_COUNTER: get to level 29 without loss of life
ITEM_NUMBER: 51/33
ITEM_DESCRIPTION: treasure room door to 40
ITEM_DATA: E60F ( 01 01 01 01 ) 00
ITEM_COUNTER: get to level 39 without loss of life
ITEM_NUMBER: 52/34
ITEM_DESCRIPTION: warp to 70
ITEM_DATA: E610 ( 01 01 01 01 ) 00
ITEM_COUNTER: get to level 49 without loss of life
ITEM_NUMBER: 53/35
ITEM_DESCRIPTION: coke (makes it rain coke cans? -> 6k diamonds) */
ITEM_DATA: E608 ( 01 01 01 01 ) 01
ITEM_COUNTER: entries of 'I.F', 'MTJ', 'NSO', 'KIM' or 'YSH' into
high score table
ITEM_NUMBER: 30/1e
ITEM_DESCRIPTION: purple treasure chest -> 80k diamond
ITEM_DATA: F458 ( 01 01 01 01 ) 00
ITEM_COUNTER: times level 100 is finished (happy or not)
POINTS ITEMS:
(the 'notes':
'umb' means the item may appear on the screen after you've got
an umbrella
'skel' means the item may appear if a skel appeared on the
previous level
'hurry' means the item may appear if the previous level told
you to 'hurry up', but no skel appeared.
the '1p time' and '2p time' columns are the values in address
f456 - use the 'mame -cheat' option to view this
address as you play
ID score description notes
00/0 10 green pepper skel
01/1 20 aubergine umb skel
02/2 30 carrot skel
03/3 40 onion skel
04/4 50 beetroot umb skel
05/5 60 turnip skel
06/6 70 parsnip skel
07/7 80 marrow umb skel
08/8 90 pea pod skel
09/9 100 mushroom skel
0A/10 150 corn cob (lvl 35) umb hurry
0B/11 200 fried egg hurry
0C/12 250 red acorn thingy hurry
0D/13 300 apple umb hurry
0E/14 350 lemon hurry
0F/15 400 orange hurry
10/16 450 peach umb hurry
11/17 500 bananas 1p 2p hurry
12/18 550 pear time time hurry
13/19 600 watermelon umb hurry
14/20 650 single brown lolly (lvl 15) 1D 27
15/21 700 double blue lolly 1C 26
16/22 750 pink pudding (lvl 5) umb 1B 25
17/23 800 yellow pudding 1A 24
18/24 850 green pudding 19 23
19/25 900 green and brown pudding (lvl 40) umb 18 22
1A/26 950 simple white ice cream cone 17 21
1B/27 1,000 double scoop ice cream cone 16 20
1C/28 1,000 donut (lvl 25) umb 15 1F
1D/29 1,000 french fries 14 1E
1E/30 2,000 sausage on a stick 13 1D
1F/31 2,000 creme caramel 12 1C
20/32 2,000 burger umb 11 1B
21/33 2,000 slice of cake (triangular) 10 1A
22/34 3,000 cupcake (blobby) 0F 19
23/35 3,000 chicken leg umb 0E 18
24/36 3,000 purple martini 0D 17
25/37 3,000 some variety of sushi? 0C 16
26/38 4,000 pinkish sweet (lvl 50) umb 0B 15
27/39 4,000 (brown or red?) eskimo pie 0A 14
28/40 4,000 (brown or red?) eskimo pie 09 13
29/41 4,000 mug of lager (lvl 45) umb 08 12
2A/42 5,000 purple crystals 07 11
2B/43 5,000 purple jewel 06 10
2C/44 5,000 yellow butterfly umb 05 0F
2D/45 5,000 blue crystals 04 0E
2E/46 6,000 blue jewel 03 0D
2F/47 6,000 necklace with purple pendant umb 02 0C
30/48 6,000 purple shell 01 0B
31/49 7,000 red jewel 00 0A
32/50 7,000 necklace with blue pendant 09
33/51 7,000 bowl of rice 08
34/52 8,000 necklace with red pendant 07
35/53 8,000 dinner 06
36/54 8,000 red crown, blue gems, no cross 05
37/55 8,000 red crown, blue gems, red cross 04
38/56 9,000 cyan crown, red gems, no cross 03
39/57 9,000 blue crown, red gems, cyan cross 02
3A/58 10,000 gold crown, red gems, no cross 01
3B/59 10,000 gold crown, red gems, white cross 00
Version History
Bubble Bobble FAQ Version 2.1 (19/02/98)
Bubble Bobble FAQ Version 2.2 (19/05/2005)
Bubble Bobble FAQ Version 2.2 (12/03/2024) Thnaks to Tim Sampson for making fix
an error.....eventually.