It's cute, it's bouncy, and it’s bubble-y and a little
bobble-y too. It's Rainbow Islands. No, no it's not. You'd have to be
absolutely shit-brained to think that after such a lead-in. It's the arcade
classic that is Bubble Bobble (and ported to NES, Megadrive, Gameboy and a
whole plethora of other machines and systems), what we have here is a game that
took the standard idea back in 1986 of having platform games that usually
focused on just one room/screen at a time, and then turned it into the
semi-puzzler, semi-action fest that is now known as Bubble Bobble.
The recipe, take two dragons and colour-code Green and
Blue as necessary. Conjure up 100+ levels each of almost a full screen in size
and drop the two (maximum 2, minimum 1) dragons into the levels. Ensure they
can move freely, descend at a steady rate when falling and can jump up through
platforms but not downwards through them. Provide bubbles as a means of attack
for the dragons.
Once ready, carefully sprinkle enemies on the upper
layers of the levels and in the lower layers of the levels include much more
liberally with a smattering of spread here and there through the middle layers
of this bake-off. Next, add water, heat and electricity as bonus power bubbles,
include catching jingle and play until puking rainbows out of your eyeballs.
Allow room for bonus levels, power ups and warps, toss in
some bones as a compulsory measure to devour the meal and ensure that the meal
cannot be devoured in solo. Also hide some extra levels of the mixture,
somewhere else that's difficult to get to, just for the added fuck-you required
in older arcade games. Cook steadily until top layer is nicely browned, middle
layers are a little tricky and the base layers are rock hard.
Murder self for over torturing metaphor of making a cake
in comparison to creating Bubble Bobble.
The above is a basic rundown for the uninitiated, as to
what happens in Bubble Bobble. You control your happily big-mouthed dragon as
he jumps about the levels, picking up power ups and bonuses, blowing bubbles at
the opponents and trapping them, before popping the bubbles to kill the
enemies. Hopefully, before they break out and (usually just as you get to them)
don't kill you by running into you, or the rare ones, firing some projectile at
you.
Your power ups run the gamut of speed increase, rapid
fire bubbles, long bubbles, fire balls instead of bubbles (can't bounce on
these though), firing lightning bubbles (which launch a lightning bolt across
the screen when popped). Popping multiple enemies at once gives you added
bonuses and releases bonus bubbles that when popped, provide a letter of the
word "EXTEND" which when completed, finishes that level and gives you
a bonus life for your adorably cute and certainly marketable, dragon.
Enemies look as cute and friendly as the dragons do and
you'd be forgiven for thinking that his whole setup might have been lifted from
some kiddies’ daytime TV show between blowing bubbles at people and singing
crappy songs to each other. Thankfully this isn't Barney (get the shotgun...)
and we're instead treated to a wholesome, responsive and enjoyable game. For
the most part.
The first 30-40 levels are fine. Gradually easing you
into the idea of the game and then challenging you with the warp holes that
drop you out of the bottom, ease you back in at the top of the screen so you
can quickly escape or follow after various enemies. It's around level 40
onwards that you'll come a real cropper if you haven't mastered the timing of
the bubbles, bouncing on bubbles to elevate higher, knowing where you can blow
through a wall when jumping and not get hit and be able to race around the
levels quickly to get to the items you need.
Level 99 earns the title of pigfucker of the year (1986,
and runner up in 1932... or not) where you've a very short amount of time to
navigate the level to a point where an item will appear that will permit you to
the secret bonus levels and the TRUE final boss monster... only boss monster...
There's just one big boss monster and depending how you get there (and how many
players there are) will determine if you get the true ending. Most won't get
past level 20 unless focused on the goals and familiar with the power ups, how
they work and of course, their optimal use and deployment within the game
itself.
Sometimes you'll get other items like the umbrella which
lets you skip 3-5 levels, crosses that wipe out multiple enemies, bottles that
give you bonuses and lets you end that level at that point. Candies to modify
your bubbles, shoes to run faster and so on and so forth. The game feels huge
and it pads the game play rather well but the fact the music goes on for SO
long is irritating to say the least. There are some changes such as when you're
running short of the hidden time limit in a level, where the music speeds up.
Or when the skull whale, Baron Von Blubba, turns up to hunt you down for taking
too long and finally, the boss room which sounds very different. Oh and certain
bonuses.
Controls however are very responsive and the simplicity
of the game is kept that way with just Jump and Shoot. Thankfully it didn't go
for Up as jump and use one button, but I think that would have killed the
playability and drowned the series at the first block into a big soapy bath of
bubble liquid. This would have been very ironic but thankfully not.
It's a good fun game, more fun at the time it was
released when things like variation and the internet, weren't around to give us
a larger knowledge of what is and was available at the time. But it's bright,
it's colourful and loud enough for us all to enjoy the fun mechanics of the
game and have a few hours of enjoyment from the system rather than many other
games that I could think of that were a pure waste of circuits. You could do
better, but you'd be hard pressed to find it, even these days.
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