Talk:Bubble Bobble (video game)

message: "The game featured 100 levels, each with intriguing puzzles and twists."
Sorry but that is just no true.
:Care to provide a more accurate comment? Homer Jay 15:19, 2005 Apr 6 (UTC)
::The game is simple. I guess they're implying that the puzzles and twists aren't really "intriguing" as each level is fairly similar to the one before it, unlike in, say, Rastan, where you have a completely different and more challenging level each time you progress, whereas with this game the progressive levels are (as such) mostly the same. (Garrett, 21:27, 12 Apr 2005, GMT)
:::Actually, each level has got some special feature (e.g. bubble trajectories, too short bubble popping time, very short hurry up time or even no hurry up time at all, very fast or very slow bubbles, bubbles that "drop" instead or rising, special bonuses etc. but not all are equally intriguing, that must be said. EpiVictor 13:29, 12 Apr 2005 (UTC)
replies: text: That is covered. If you can find a better way to convey all the information while remaining succinct, feel free to re-write it. OrangeDog (τ • ε) 21:37, 20 October 2009 (UTC)
thread_title: Opinion

message: this game was also ported to the TI calculators, the port is very impressive, check it out if you have one... 136.186.1.118 03:31, 4 April 2006 (UTC)
thread_title:  Ports 

message: These are bugs I found myself, and the text is copied from an old email of mine to Carl Chavez. It might be written in a somehow personal and colloquial style and has a lot of grammatical errors, but it still conveys the useful info, I believe. Here goes:
 1) Skel's behaviour is even more wrong than it was in the Novalogic version.
 There,if you remember,Skel started chasing you IMMEDIATELY,with NO STOPS and
 at FULL SPEED.
  On the new version,Skel pauses a bit at the beginning,then starts chasing you
 with NO STOPS,and at the same speed.Skel also never rises from the top of the
 screen to emerge from the bottom,nor viceversa,while in the arcade that was 
 one of his deadliest tactics against you! (this feature seems disabled in
 general,see note 5)
 2) The necklace bouncing spark (that bounces around killng enemies) still looks
 EXACTLY like it did in the old NovaLogic version: WRONG (and poor...)!
 In the arcade it looked almost magical...
 3) Most rounds which had got walls with stripes (like 22,50,etc.) now have 
 plain coloured walls (While even in the novalogic version they looked
 correctly)
 4) The fire from the firebubbles generates only and always THREE fires(only on
 one occasion they generated FOUR),while in the arcade a single fire could light
 up over a half-screen width.
 On the novalogic version,fire behaved like a liquid (making it more deadly).
 5) Bubbling yourself through (going through the ceiling to emerge from the 
 bottom of the screen while riding on a bubble) is impossible.Try it!
 This makes a lot of rounds very difficult,if not IMPOSSIBLE...I dare not think
 what will happen if you ride an enemy bubble for this: it could just pop or...
 even "vanish"!
 6) Fire and Thunder bubbles lack the static animation they had in the arcade,
 fires don't animate till they touch the ground and thunders don't flash
 yellow-orange when on the loose...No version that I know of has this feature,
 but hey,this is the year 2000,is it so difficult and power-consuming to apply?
 7) The extend screen sucks!
  The music and SFX are quite out of sync,it lacks the stars that blinked around
 the popped letters,and the extend screen itself is SLOW! (on my 486DX/40,while
 the EMULATED version of SMS BB,runs much faster ON THE SAME SYSTEM!
 Not to mention that it  has got the best extend screen I've seen...)
 Except from that,when you were awarded the life,a tinkling sound used to
 play... where is it now?
 8) It seems that the game,apart from buggy,is also VERY poorly coded:
 When I get a potion,the game SLOOOWS DOWN a lot! 
 Only when most items are picked up starts the game to regain SOME speed...
 Please note that this happens with a 486DX/40,while the old version and ALL
 emulated versions I have,do not have this problem (they usually run much
 faster, and I mean on THE ABOVE system!)
 The same problem arises when in secret rounds,stars fall,giant thunders cross
 the screen,etc. and generally,when there are a lot of objects on the screen.
 This happens in the arcade too but only with lots of bubbles,and the arcade
 was designed in 1986 and is based on Z80 8-bit technology,while the PC version
 runs anyway on 32-bit hardware (since it uses protected mode...),and any 486
 PC can run much more complex and demanding games than a simple old-style
 platformer...
 9) Oww,here comes a really BAD one: In the arcade,when you make the two
 pre-last digits of your score the same,eg. 550,660 etc. and popped myself a
 bunch of enemies,then NO MATTER how many enemies,empty bubbles,extend
 bubbles, fire  bubbles etc. there were,the "trick" would always work (you
 know which...).
 This works the same way on the SMS version,and there was no such feature on
 the old Novalogic version.
 On the "new" version,all that I've mentioned heavily influences your score
 when popping enemy bubbles.When the bunch is kind of separated in two or more
 sections,then 10 points per section are added (e.g. on round 2,the 4 bubbled 
 enemies split into a 1-3 formation,although they are popped together,and add 
 20 points,so you have to pop'em with scores such as 420,640,860,etc. to get
 the trick to work...in other rounds and with more bubbles,it might not be that
 simple!)
 
 Also,every extend bubble in the bunch adds 10 points,and so do special bubbles.
 At least that's how I think it works.
 You realize that you have to think a bit too much to calculate how to work
 out your score in...real time! Not really what you need when chased by Skel
 and trying to pop these last damned,ready-to-pop bubbles (and do the trick!)...
 Please note that even the above notes are not 100% correct, since I have
 even popped a bunch with only 2 enemy bubbles,and I was given 20 pts!
 This game is hopeless!
 10) In the arcade,if you blown 10 bubbles and then popped them together,you
 would get 10*10=100 pts.If you do the same on the new PC version,you'll
 only get 10 points!
 Bubble bunches are always worth 10 pts,even if they have 10-20 bubbles!
 (this partially explains bug Number 9!)
 11) Thunders pop enemy bubbles,and generate first a diamond,then the rest of 
 the popped enemies become sometimes fruits,sometimes diamonds.
 So do the flames from the red cross.
 12) After a bomb has blown,the screen's background doesn't become grey.
 13) Many flashing effects in the game seem to have been disabled:
 E.g. when you get the heart,the fire from the Super Sockets (which looks like
 it did on the old novalogic version:static and with a creme colour...),the 
 bubbles with your girlfriends that appear on some rounds accompanied by huge 
 monsters,the killer spark from the necklace,the thunder flashes...all of these 
 should have been flashing in some way but they don't (at least the heart does
 (wrongly)!).
 14) Ahh,here is a bad,BAD one: if a water stream carries away many  monsters
 at once,then you will also be awarded multiple bubble popping bonus!
 E.g. if you kill 4 monsters with a water stream,then the number "8000!!" will
 proudly cross the screen,as if those monsters were in bubbles and you popped 
 them together...
 Also,it works the same way for thunders,fires and fire from the red cross!
 15) If there are two well distanced bubble bunches with 2 bubbled monsters
 each,and first blow one,and while the dead monsters are flying,you blow the 
 other one,how many points will you get? 2000 + 2000=4000 ? NO! You will get 
 8000!! It seems that multiple bubble bunches,when popped quickly one after 
 another even if they are too far away to blow by "chain reaction" are 
 considered a single bunch."Quickly" sometimes means over 2 sec!
 16) On the round that Bub appears as a bonus (round 93 I think?),he doesn't.
 Some pink birds appear instead.
 
 17) While carried away in a water stream,you can't fire bubbles!
 18) I was on round 22,and hadn't even tried to bubble any of the monsters...
 an aqua cross appeared,and instead of 4 blue diamonds I got:
 a banana,an orange,a lemon and a waterlemon! Now how's that?
 19) When you get a candy cane,clear the stage and you're don't collect the
 big item immediately...it will "vanish" very soon,before the round ends!
 Unacceptable! It didn't happen like this at all in the arcade and it doesn't
 in ANY other version I know of...
OK, so that's all so far. Please note that these apply to the PC/CD-ROM version of the game of 1996, bundled with "Rainbow Islands Enhanced", and a lot of comparisons were deliberately done with the older 1989 Novalogic version of the game, as well with other versions avaiable at the time, including the Arcade one.
What made my (and others') judgement so harsh is that this was essentially a 32-bit conversion of a 10-year old (in 1996, it is almost 20 by now) game, which performed extremely poorly on a much more capable system and was lacking in too many aspects. This is not meant to be a personal attack towards Acclaim, TAITO or anyone else involved with the game, but just exposing the facts. EpiVictor 11:00, 3 September 2005 (UTC)
thread_title: More bugs

message: To keep the language more in line with Wikipedia's ideal of neutral point of view (NPOV), I've softened the language slightly on the port comparison section without changing any factual details:
* The section still makes it clear that many changes are regarded by the majority to adversely affect the gameplay experience
* I avoid repeating that same judgment in later sentences that detail the differences, so that the sentences are more objective
(It's helpful to keep in mind that the judgment is partly biased towards those who have played the arcade version. It is conceivable that someone who's first experience is with a differen version of the game might reach different or even opposite conclusions when comparing with the arcade version.  Moreover, we have no sources regarding the true intentions of some of the game behavior in the arcade version (eg. say, "kissing"), so we can't be 100% certain that some arcade behaviors aren't bugs rather than fully intended behavior.)
I believe the consensus will agree that the change does not affect the spirit of the section but will provide a better appearance of "balanced" treatment expected for an encyclopedia entry.
Aside:  I'm not entirely sure about the comment on the PC version regarding diagonal jumping.  Isn't the same possible on the arcade version with a combination of jump + left/right?  Just curious.
131.107.0.73 00:58, 8 February 2006 (UTC)
replies: text: Well, the single-key diagonal jump is surely possible on the 1989 PC version by Novalogic. To make a diagonal jump on the arcade you need free space to "run" and jump, and will only go through walls in certain places, not just everywhere. On the 1989 PC version, it will happily go through walls even if you are parked close to a wall and with no movement...eseentially, you can clip through walls at anytime :-) And...the kissing trick works well in both good  conversions, and in "official" bubble bobble sequels e.g. Bubble Memories, so it's unlikely that it's "just" a bug. It is even displayed in the "HOW TO PLAY" screen! EpiVictor 11:45, 8 February 2006 (UTC)
thread_title:  Edits on Port Bashing, I mean, Comparison ;) 

message: It's difficult to get the :Image:Ghost.gif and :Image:Baron.gif enemy sprites to show up properly on the article since they're mostly white and blend in with the page background.  I added an HTML background color to help make them more visible -- does anyone know an easier way to do this, perhaps in wikitext?
Stratadrake 09:41, 15 March 2006 (UTC)
thread_title:  Sprite formatting 

message: There is some info missing about the arcade version trick to get started with all the power ups
combo of joystick moves and buttons... —The preceding unsigned comment was added by 81.84.103.213 (talk • contribs) .
:I've added this information now in an edit from the 7th June. Oenone575 21:30, 1 July 2007 (UTC)
thread_title:  Missing Info... 

message: Has anyone seen these remixes? They are class
http://remix.kwed.org/index.php?search=bubbleJHJPDJKDKHI! 14:23, 3 October 2006 (UTC)
replies: text: Do we know the composer of the original theme? Drutt (talk) 10:18, 15 January 2008 (UTC)
replies: text: Seems to be a fellow named Tadashi Kimijima . Drutt (talk) 10:25, 15 January 2008 (UTC)
thread_title:  Music 

message: This article has been copied to StrategyWiki:Bubble Bobble.  -- Prod-You 03:28, 13 March 2007 (UTC)
thread_title:  Copy to a gaming wiki 

message: Quoting from Grumple Gromit description: In Super Mode, the last boss is not the real Gromit, but Bub and Bob's parents who were turned into it by a mysterious villain (whose identity is revealed in Rainbow Islands). I checked Rainbow Islands and couldn't find anything related; can someone add pointers to the identity of the villain?
The name of the Boss in Bubble Bobble is 'Super Drunk'. He's a large version of one of the later enemies. At least this is what the NES version describes.
:The canon Japanese name is "Super Drunk", while "Grumple Gromit" is taken from one of the western attempts at localizing the game (similar to Skel-Monsta being called "Baron von Blubba"). The original Japanese names of all enemies are written in the ending of the game though.
:The identity of the final boss as the parents (yeah, both of them) is revealed when beating super mode in a 2P game. The boss turns into a huge bubble dragon which is then transformed back into a man and a woman with the words "Mama" and "Papa" on their shirts. The ending text says "You could help your father & mother! They were controled[sic] by someone. Who is he? No one knows of it! The truth is in the darkness forever.... 193.8.36.130 (talk) 14:13, 1 May 2018 (UTC)
thread_title:  Last boss' real identity 

message: I've tagged many of the images in this article as needing rationale. If they do not receive fair use rationale with a period of a week, they will most likely be deleted. --ZeWrestler  Talk 16:21, 3 December 2007 (UTC)
thread_title:  Image Rationale 

message: Despite the section header, some lazy wikipedians seem to be using the section as a kind of hazy "bubble bobble in popular culture" dumping ground.  Should those items be budded off into such a forbidden section or just removed as, uh, not development notes? Pseudo Intellectual (talk) 15:04, 23 January 2008 (UTC)
thread_title:  Development notes that are not development notes 

message: :In Taito's PC port, however, killing Z monsters will cause the Z-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.
Was N really harder then D (6 simultaneous bubbles one would presume)? Nil Einne (talk) 12:51, 11 February 2008 (UTC)
thread_title:  Extend - N 

message: What is the source for the music being a folk song called "Sing, Jemima, Sing"? This is suspicious. Do a search - on ANY search engine - for such a song, and the only things that come up are "Bubble Bobble" links. You'd think if it were a "popular" folk song, there'd be a lot more than just "Bubble Bobble" links.  — Preceding unsigned comment added by ScatteredFrog (talk • contribs) 20:16, 23 February 2015 (UTC)
thread_title:  Jemima? 

message: Hi ,
It's great that you're very interested in Bubble Bobble. Thing is, images still need to adhere to guidelines on images, even if you created it. It's a huge image that shows the release of the Bubble Bobble games, but it does not say anything that can't be explained in text. Which it already is. Listing all the released in an image does not communicate any new or relevant information. --Soetermans. T / C 13:12, 21 January 2016 (UTC)
replies: text: Bubble Bobble series chart is relevant, because it lists ALL Taito Bubble Bobble official and licensed games. This section lists only most important releases.  — Preceding unsigned comment added by Lowtrucks (talk • contribs) 13:25, 21 January 2016 (UTC)
replies: text: First, let's keep it in one section. Second, what is keeping you from actually completing the section? --Soetermans. T / C 13:26, 21 January 2016 (UTC)
replies: text: , if you like, you can easily make a list or a table of all Bubble Bobble games. Having it in an image is unwieldy, and is not easy to edit for other users. I'm taking the image out again, per WP:VGIMAGES. --Soetermans. T / C 10:46, 25 January 2016 (UTC)
replies: text: , reverting for no reason won't help, so I've issued you a warning for that. You can add whatever table you like. Having an image of every game released is not useful. I also do not appreciate the fact that you're reverting the other edit, reinstating WP:ELNO. You do not own this article, you know. --Soetermans. T / C 11:11, 25 January 2016 (UTC)
replies: text: , please stop reverting and start talking. --Soetermans. T / C 11:16, 25 January 2016 (UTC)

text: Again, you can add a list or table, we do not need an image of a release chart. --Soetermans. T / C 13:50, 25 January 2016 (UTC)
replies: text:  I'm removing legacy and the rewording again. It hasn't "inspired" sequels that have the same gameplay elements. You can add a table of a release chart, the image has no place. If you don't want to add it, fine, but it still fails WP:VGIMAGES. --Soetermans. T / C 15:04, 25 January 2016 (UTC)
replies: text: User:7&6=thirteen, I've tried talking to Lowtrucks repeatedly. I'm saying put into a list or table, because a picture of a series chart fails WP:VGIMAGES. but their only two responses here are right here, saying it is relevant. Lowtrucks has a total of 119 edits, most of those concern Bubble Bobble. The image in question was also created by them. I'm saying this is ownership by Lowtrucks. --Soetermans. T / C 15:11, 25 January 2016 (UTC)

text: We have a template for video game timeline. The image is not really necessary, and it is not user-friendly. (text is small, all CAPS, no wikilink, confusing etc)   What is stopping from creating a new page Bubble Bobble (series)? You can go ahead and create one, and list all the Bubble Bobble official and licensed games there. (supported by reliable sources, of course) AdrianGamer (talk) 15:57, 27 January 2016 (UTC)
replies: text: Apparently, there's more. Lowtrucks actually keeps making these unnecessary tables. --Soetermans. T / C 08:49, 2 February 2016 (UTC)
replies: text: , sorry to bother you with this, but after bringing Lowtrucks to AN, the article was only protected for a little while. They're still re-adding their unencyclopedic image of a release table, despite offering other options to include the information. I'm saying this is ownership. --Soetermans. T / C 11:29, 15 February 2016 (UTC)
replies: text: Oh, they've made similar release tables for other articles. Should we just delete them and be done with it?
* I'll be blunt and up front about this. These charts look crap and should be removed. You can't see a damn thing on them when they are on the article, even when zoomed in to maximum on a web browser. They are totally useless. --The1337gamer (talk) 22:46, 15 February 2016 (UTC)

text: Thank you , I couldn't agree more. I'm not familiar with deletion of Wikimedia files though, do you happen to know how get this deleted? --Soetermans. T / C 10:57, 16 February 2016 (UTC)
replies: text:  and , any idea how to delete the chart images? --Soetermans. T / C 13:15, 19 February 2016 (UTC)
replies: text: I don't really go on the Commons often, see if they fall under some criteria here Commons:Deletion policy. --The1337gamer (talk) 12:46, 21 February 2016 (UTC)
thread_title:  Release image 

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thread_title:  External links modified 

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thread_title:  Move discussion in progress