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Tilt Arcade Bar

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Bubble Bobble - taito

Vintage Bubble Bobble arcade machine with colorful controls.

Bubble Bobble

Bubble Bobble

Bubble Bobble

Retro arcade game control panel with joysticks and buttons.

Start a Game

Bubble Bobble

Bubble Bobble

 Select player 1 or 2 to start a game 

Developer:  Taito

Year:  1986 

Genre:  Platform Game



Game Play

In the game, each player controls one of the two dragons. Players can move along platforms, fall to lower ones, and jump to higher ones and over gaps. Each level is limited to a single screen, with no left/right scrolling; however, if a screen has gaps in its bottom edge, players can fall through these and reappear at the top. Each level has a certain number of enemies that must be defeated in order to advance. The players must blow bubbles to trap the enemies, then burst these bubbles by colliding with them. Each enemy defeated in this manner turns into a food item that can be picked up for extra points. Defeating multiple enemies at once awards higher scores and causes more valuable food items to appear. All bubbles will float for a certain length of time before bursting on their own; players can jump on these and ride them to otherwise inaccessible areas. Magic items appear from time to time and grant special abilities and advantages when picked up. Special bubbles occasionally appear that can be burst to attack enemies with fire, water, or lightning. Furthermore, if a player collects letter bubbles to spell the word EXTEND, a bonus life is earned and both players immediately advance to the next level.


A player loses one life upon touching any free enemies or their projectiles (rocks, fireballs, lasers, bottles). Enemies turn "angry"—turning pink in color and moving faster—if they escape from a bubble after being left too long or the players spend a certain amount of time on the current level. They return to normal if either player loses a life. After a further time limit expires, an additional invincible enemy appears for each player, actively chasing them using only vertical and horizontal movements. These disappear once the level is cleared, or when a player loses a life. When there is only one enemy left, it immediately becomes angry and remains in this state until defeated.


In the 100th and final level, players face a boss. This is one of the first games to feature multiple endings. Completing Level 100 in single-player mode reveals a message stating that the game has not truly ended and a hint to the player: "Come here with your friend". If two players complete the game, they see a "happy end", in which the brothers are transformed to their human selves and reunited with their girlfriends. This ending also includes a code that, when deciphered, allows the game to be played in the faster and more difficult "super" mode. If this mode is completed with two players, a second "happy end" is displayed in which Super Drunk (the defeated boss) is revealed to be the brothers' parents under the control of some outside influence. The brothers return to normal and are reunited with their parents and girlfriends.


Also, if the player(s) reach levels 20, 30, or 40 without losing a life, a doorway will appear in each of those levels, transporting the player to a secret room and displaying a coded message that, once decoded, gives the player a major hint / spoiler on how to beat the game. 



Development

Bubble Bobble was designed by Fukio Mitsuji, a Japanese game designer at Taito. A fan of arcade games by Namco, specifically Xevious, Mitsuji felt that Taito's output by comparison were lackluster and of poor quality, hoping that he could help push the company to produce higher-quality arcade titles. His first game was the four-screen racer Super Dead Heat in 1985, followed by the shoot'em up Halley's Comet the same year. After work on these two games was completed, Mitsuji set out to make his next project a platform game, featuring cute characters and a more comical setting compared to his previous works.


Mitsuji wanted the game to be exhilarating and to appeal towards a female audience.[8] Thinking about what kind of things women like to draw or sketch, Mitsuji created an extensive list of over 100 ideas, and after a process of elimination selected bubbles as the core game mechanic.[8] He liked the idea of the screen being filled with bubbles, and thought that popping them all at once would provide a thrilling sensation to the player. His initial idea was to have the player control a robot with a spike on its head to pop bubbles—Mitsuji disliked it for not being "cool", instead preferring dinosaurs with ridges along their back. He liked to write down ideas on paper as soon as he thought of them, often flooding his office with stacks of paper filled with potential ideas for game mechanics.


Mitsuji constantly tried to think of new ways to make the game better than it was before, saying to have lost sleep while trying to figure out how he could improve it. He often worked on holidays and late at night to come up with new ideas for the game and to perfect it. Several of the enemies were taken from Chack'n Pop (1984), an older Taito game that is often considered a precursor to Bubble Bobble. Mitsuji intended the game to be played by couples, leading to the creation of the multiple endings, which differ based on player performance.


Bubble Bobble was first published in Japan on June 16, 1986 followed by a wide release in Japan in September and internationally in October of the same year. Alongside Arkanoid, Taito licensed the game to Romstar for distribution in the United States, and to Electrocoin Automatics for Europe.




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