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    Special Items List by CMoore

    Version: 2.01 | Updated: 04/14/98 | Printable Version | Search This Guide

                Bubble Bobble Special Items List Version 2.01
                ---------------------------------------------
    
                     Chris Moore    (zwaxy@bigfoot.com)
    
                     14 April 1998
    
    SPECIAL ITEMS
    -------------
    
    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 LIST
    ------------------
    
         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 35 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 35 or more
    times and get an orange and yellow 'rapid-fire bubbles' sweetie on the
    next level
    
         ITEM_NUMBER: 3/03
    ITEM_DESCRIPTION: running shoes -> 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 -> stop timer - no hurry up, no skels
           ITEM_DATA: E5E1 ( 0C 0C 0C 0C ) 00
        ITEM_COUNTER: lightning bubbles popped
         ITEM_ACTION: LD ($E341),$FF
                      LD ($FC7A),$FF
    
    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
         ITEM_ACTION: LD ($F59E),$01
    
    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_ACTION: LD ($E350),$03
    
         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_ACTION: LD ($E350),$05
    
         ITEM_NUMBER: 8/08
    ITEM_DESCRIPTION: purple umbrella -> skip 7 levels
           ITEM_DATA: E5E3 ( 19 19 19 19 ) 00
        ITEM_COUNTER: water bubbles popped
         ITEM_ACTION: LD ($E350),$07
    
    ITEM_DESCRIPTION: all three umbrellas and 'warp to 70'
         ITEM_ACTION: LD A,$04
                      RST $08         ; *$E004 = 00
                      LD A,$05
                      RST $08         ; *$E005 = 00
                      LD A,$02
                      RST $08         ; *$E002 = 00
                      CALL $18BB
                      LD A,$02
                      RST $10         ; *$E002 = 01
                      LD HL,$E34F
                      LD (HL),$01
                      LD HL,$F452
                      LD (HL),$01     ; create 'umb' points item next round
    
    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: orange potion (sunflower)
           ITEM_DATA: E5E7 ( 0F 0F 0F 0F ) 00
        ITEM_COUNTER: wrap-arounds from bottom to top of screen
    
         ITEM_NUMBER: 10/0a
    ITEM_DESCRIPTION: red potion (flower)
           ITEM_DATA: E5E7 ( 10 10 10 10 ) 00
        ITEM_COUNTER: wrap-arounds from bottom to top of screen
    
         ITEM_NUMBER: 11/0b
    ITEM_DESCRIPTION: green potion (clover)
           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: cyan potion (musical note)
           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 enough times, you get a potion - 15, 16, 17, 18 and
    19-or-more times for the different types of potions
    
    If bubble'n jumps on the top step, he appears from the bottom for a
    moment. That is counted as "fallen from the bottom".  So you can earn
    the counter easily on every round (whether there is a warp hole or
    not)
    
         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
    
    Monsters change to the following fruits:
     Zen-chan  ---> Banana
     Monsta    ---> Strawberry
     Invader   ---> Diamond
      :
      :
    
         ITEM_NUMBER: 15/0f
    ITEM_DESCRIPTION: cyan ring - points for running - 10 points per pixel moved
           ITEM_DATA: E5E9 ( 03 03 03 03 ) 00
        ITEM_COUNTER: 'fast bubbles' sweeties eaten
         ITEM_ACTION: SET 0,(IX+$2D)
    
         ITEM_NUMBER: 16/10
    ITEM_DESCRIPTION: purple ring - points for jumping - 500 points per jump
           ITEM_DATA: E5EA ( 03 03 03 03 ) 00
        ITEM_COUNTER: 'rapid-fire bubbles' sweeties eaten
         ITEM_ACTION: SET 1,(IX+$2D)
    
         ITEM_NUMBER: 17/11
    ITEM_DESCRIPTION: red ring - points for bubbles - 100 points per bubble
           ITEM_DATA: E5EB ( 03 03 03 03 ) 00
        ITEM_COUNTER: 'long-range bubbles' sweeties eaten
         ITEM_ACTION: SET 2,(IX+$2D)
    
         ITEM_NUMBER: 18/12
    ITEM_DESCRIPTION: blue cross - drowns monsters in water - the heros
                      can be defeated by monsters until the level is
                      completely filled with water.  Diamonds are worth
                      6000/7000 pts.
           ITEM_DATA: E5F6 ( 0D 0C 0A 0B ) 01
        ITEM_COUNTER: special items eaten
         ITEM_ACTION: LD ($F590),$01
    
         ITEM_NUMBER: 19/13
    ITEM_DESCRIPTION: yellow and red cross - lightning kills monsters -
                      monsters that are hit by lightning become 8k
                      diamonds, unless they were bubbled at the time, in
                      which case they become bananas.  Of course.  :o)
           ITEM_DATA: E5F7 ( 10 0E 0A 0C ) 01
        ITEM_COUNTER: special fruits eaten
         ITEM_ACTION: CALL $A433
                      LD ($F595),$01
                      SET 4,(IX+$2D)
    
         ITEM_NUMBER: 20/14
    ITEM_DESCRIPTION: red and orange cross - breath 16 fireballs for 9k
                      diamonds
           ITEM_DATA: E5EE ( 07 06 04 05 ) 01
        ITEM_COUNTER: monsters drowned by water bubble
         ITEM_ACTION: SET 6,(IX+$2D)
                      LD (IX+$28),$10
    
         ITEM_NUMBER: 21/15
    ITEM_DESCRIPTION: cyan lantern - 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 lantern - 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 lantern
           ITEM_DATA: E5EC ( 02 02 01 01 ) 01
        ITEM_COUNTER: umbrellas (items 6, 7 and 8) collected
    
         ITEM_NUMBER: 24/18
    ITEM_DESCRIPTION: yellow lantern - 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 of Death" - shakes screen for 6/8k diamonds.
                      This item comes from "Fairy Island Story".
           ITEM_DATA: E5F3 ( 10 0E 0A 0C ) 01
        ITEM_COUNTER: monsters killed by fire bubble
         ITEM_ACTION: LD ($E720),$01
    
         ITEM_NUMBER: 26/1a
    ITEM_DESCRIPTION: "Star Tiara" - flying stars -> 6k diamonds.  This
                      item comes from "Fariry Island Story".
           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_ACTION: LD ($F676),$0A
    
         ITEM_NUMBER: 28/1c
    ITEM_DESCRIPTION: silver pearl necklace for bouncing thing -> 6k diamonds
           ITEM_DATA: E5DA ( 1E 19 0F 14 ) 01
        ITEM_COUNTER: levels started
         ITEM_ACTION: LD ($F5AC),$01
    
         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_ACTION: CALL $8F54
                      LD ($F4CB),$01
    
         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)
         ITEM_ACTION: LD ($F46D), $0A
                      LD ($F46B), $01
    
    This item also appears when bubble'n is zapped to level 50-75 after
    clear of solo-playing. So "whenever you clear the level 100" seems
    better.
    
         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_ACTION: LD ($F46D), $09
                      LD ($F46B), $01
    
         ITEM_NUMBER: 32/20
    ITEM_DESCRIPTION: brown treasure chest -> 60k diamond
           ITEM_DATA: E602 ( 03 03 03 03 ) 00
        ITEM_COUNTER: exploding purple lanterns (item 0x17) collected
         ITEM_ACTION: LD ($F46D), $08
                      LD ($F46B), $01
    
         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_ACTION: LD ($F46D), $07
                      LD ($F46B), $01
    
         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_ACTION: LD ($F46D), $06
                      LD ($F46B), $01
    
         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_ACTION: LD ($F46D), $05
                      LD ($F46B), $01
    
         ITEM_NUMBER: 36/24
    ITEM_DESCRIPTION: red/brown cane -> 30k cake
           ITEM_DATA: E5FC ( 03 03 03 03 ) 00
        ITEM_COUNTER: 'N's collected
         ITEM_ACTION: LD ($F46D), $04
                      LD ($F46B), $01
    
         ITEM_NUMBER: 37/25
    ITEM_DESCRIPTION: red cane -> 20k watermelon
           ITEM_DATA: E5FB ( 03 03 03 03 ) 00
        ITEM_COUNTER: (middle) 'E's collected
         ITEM_ACTION: LD ($F46D), $03
                      LD ($F46B), $01
    
         ITEM_NUMBER: 38/26
    ITEM_DESCRIPTION: orange cane -> 20k orange
           ITEM_DATA: E5FA ( 03 03 03 03 ) 00
        ITEM_COUNTER: 'T's collected
         ITEM_ACTION: LD ($F46D), $02
                      LD ($F46B), $01
    
         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_ACTION: LD ($F46D), $01
                      LD ($F46B), $01
    
         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_ACTION: LD ($F46D), $00
                      LD ($F46B), $01
    
         ITEM_NUMBER: 41/29
    ITEM_DESCRIPTION: bell - the screen flashs if you can get "attack
                      item" in this round.  The screen never flashes for
                      holy water (potions).
           ITEM_DATA: E5FE ( 0E 0C 08 0A ) 00
        ITEM_COUNTER: "hurry up!"s displayed
         ITEM_ACTION: LD ($E603), $01
    
         ITEM_NUMBER: 42/2a
    ITEM_DESCRIPTION: octopus (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_ACTION: LD ($F464), $01
                      LD ($F465), $30
    
         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_ACTION: LD ($F464), $01
                      LD ($F465), $31
    
         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_ACTION: LD ($F464), $01
                      LD ($F465), $32
    
         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_ACTION: CALL $8F54
                      LD ($F4CB), $01
                      LD ($F4CD), $01
    
         ITEM_NUMBER: 46/2e
    ITEM_DESCRIPTION: crystal ball - points items and special items each
                      take 4 seconds to appear from now on, instead of 7
                      and 12 seconds
           ITEM_DATA: E609 ( 01 01 01 01 ) 00
        ITEM_COUNTER: got a crown
         ITEM_ACTION: LD ($F44D), $01
    
         ITEM_NUMBER: 47/2f
    ITEM_DESCRIPTION: crayon (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_ACTION: LD ($E612), $03
                      JP $88BD ; rainbow_potion
    
         ITEM_NUMBER: 48/30
    ITEM_DESCRIPTION: skull (immediate 'hurry up') - A shooting star goes
                      across the screen (Cool!)
           ITEM_DATA: E611 ( 14 19 1E 1B ) 00
        ITEM_COUNTER: times the skel has come (+2 more sometimes if he catches you)
         ITEM_ACTION: LD ($F448), $81
    
         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_ACTION: LD ($E724), $00
                      LD ($E723), $29
    
         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_ACTION: LD ($E724), $01
                      LD ($E723), $29
    
         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_ACTION: LD ($E724), $02
                      LD ($E723), $29
    
         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_ACTION: LD A,($E64B)          ; current screen/round number
                      CP $45
                      RET NC                ; return if already past level 69
                      LD B,A                ; B = current level
                      LD A,$45              ; A = 69
                      SUB B                 ; A = 69 - current level
                      LD ($E350),A
                      LD ($E5DC),$1E        ; difficulty
                      JP $883E              ; see "umbrellas and 'warp to 70'"
    
         ITEM_NUMBER: 53/35
    ITEM_DESCRIPTION: coke -> rains jam donuts for 6k diamonds (free)
                              or 500 point bananas (bubbled)
           ITEM_DATA: E608 ( 01 01 01 01 ) 01
        ITEM_COUNTER: entries of 'I.F', 'MTJ', 'NSO', 'KIM' or 'YSH' into
                      high score table
    
    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    cucumber                         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    strawberry shaved ice (lvl 5)    umb    1B      25
    17/23    800    lemon (yellow) shaved ice               1A      24
    18/24    850    japanese tea ("Maccha" in Japanese)
                    (green) shaved ice                      19      23
    19/25    900    Japanese tea and sweep-bean-paste ("Ogura-Maccha") (green
                    and brown) shaved ice (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    sushi (a kind of omelet on rice block)  0C      16
    
    26/38  4,000    sushi (boiled shrimp on
                           rice block)               umb    0B      15
    27/39  4,000    sushi (raw tuna on rice block)?         0A      14
    28/40  4,000    sushi (raw tuna on rice block)?         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
    
    
    'time' is how long the previous level took to complete.
    It's stored in address f456, and can be displayed during the game
    using 'mame boblbobl -cheat' and the 'memory watch' facility off the
    'cheat' menu.
    
    if (in attract mode - a no player game) {
            item = random ($14...$33)       (gives range $14...$33)
    } else if (on level 1) {
            item = random ($15...$24)       (gives range $15...$24)
    } else if (skel appeared last level) {
            item = random(00 01 02 03 04 05 06 07 08 09 00 01 02 03 04 05)
    } else if ('hurry up' appeared last level) {
            item = random(0A 0B 0C 0D 0E 0F 10 11 12 13 0A 0B 0C 0D 0E 0F)
    } else if (got an umbrella last level) {
            item = random(01 04 07 0A 0D 10 13 16 19 1C 20 23 26 29 2C 2F)
    } else if (only one player in game) {
            if (time > 29) time = 29;
            item = $31/49 - time;           (gives range $14...$31)
    } else if (two players in game) {
            if (time > 39) time = 39;
            item = $3B/59 - time;           (gives range $14...$3B)
    }
    
    FIREBALL BUBBLE
    ---------------
    
    The fireball bubble appears from an air vent of top (or bottom) of the
    screen. You get 100,000 pts. when you break it.
    
    The bubble has same effect as red cross, but the effect of this item
    continues for 5 rounds!  Namely, bubble'n can blow 16 fireballs in
    each round.
    
    It appears that the fireball bubble is randomly created.  Whenever a
    bubble floats onto the screen, there is a 1 in 4096 chance that it is
    incarnated as a fireball bubble.  It looks as if at some point in the
    design of the game it was intended for this kind of randomness to
    happen more, since there is a routine which implements randomness with
    a whole bunch of preset odds:
    
           ID      odds               ID      odds
    
           01     1 in 1
           03     1 in 2              19     1 in 64
           05     1 in 3              1B     1 in 128
           07     1 in 4              1D     1 in 256
           09     1 in 5              1F     1 in 512
           0B     1 in 6              21     1 in 1024
           0D     1 in 7              23     1 in 2048
           0F     1 in 8              25     1 in 4096 (default)
           11     1 in 9              27     1 in 8192
           13     1 in 10             29     1 in 16384
           15     1 in 16             2B     1 in 32768
           17     1 in 32             2D     1 in 65535
    
    the odd thing is, though, that the routine is only ever used with an
    ID of 25, and only for the fireball bubble.  This table can be used to
    'tune' the rarity of the fireball bubble, by altering the content of
    location 6e30 of CPU 0.  MAME provides a convenient way of doing this,
    with its 'cheat' mechanism.
    
    MAME BOBLBOBL CHEATS
    --------------------
    
    First edit the 'cheat.dat' file, and add lines like this:
    
    boblbobl:0:6e30:01:0:fireball bubble - always!
    boblbobl:0:6e30:07:0:fireball bubble - 1 in 4
    boblbobl:0:6e30:15:0:fireball bubble - 1 in 16
    boblbobl:0:6e30:1d:0:fireball bubble - 1 in 256
    
    then run MAME using a command line like this:
    
            mame boblbobl -cheat
    
    then you'll find there's a new menu entry on the gui, called 'cheat',
    from which you can select the frequency you want!
    
    Here's a bunch of other cheats that I've played with - just a random
    selection that happen to be in my cheat.dat file - some are more
    useful than others, and most of the spoil the fun of the game...
    
    boblbobl:0:E645:6:0:Infinite Lives (P1)
    boblbobl:0:E64a:6:0:Infinite Lives (P2)
    boblbobl:0:e6c1:26:0:Extra Fast (P1)
    boblbobl:0:e6f3:26:0:Extra Fast (P2)
    boblbobl:0:e6c2:80:0:Long Range Bubbles (P1)
    boblbobl:0:e6f4:80:0:Long Range Bubbles (P2)
    boblbobl:0:e6c2:ff:0:Extra Long Range Bubbles (P1)
    boblbobl:0:e6f4:ff:0:Extra Long Range Bubbles (P2)
    boblbobl:0:F44D:1:0:Bonus appear instantly
    boblbobl:0:E5FA:03:0:apple or orange?  you decide!
    boblbobl:0:e608:01:0:coke can item
    boblbobl:0:6e30:01:0:fireball bubble - always!
    boblbobl:0:6e30:03:0:fireball bubble - 1 in 2
    boblbobl:0:6e30:05:0:fireball bubble - 1 in 3
    boblbobl:0:6e30:07:0:fireball bubble - 1 in 4
    boblbobl:0:6e30:15:0:fireball bubble - 1 in 16
    boblbobl:0:6e30:1d:0:fireball bubble - 1 in 256
    boblbobl:0:6e30:25:0:fireball bubble - 1 in 4096
    boblbobl:0:E60A:1:0:Lipstick
    boblbobl:0:5C2B:C9:0:Disable Bubbles?
    boblbobl:0:E6BB:5:1:Fireballs for 5 levels
    boblbobl:0:E6BE:40:0:Fireballs
    boblbobl:0:E5EE:07:0:Fireball Cross
    boblbobl:0:e5db:1:0:'Super' (1JBLRJ1R)
    boblbobl:0:e5d1:1:0:'Original Game' (BJBJBJR1)
    boblbobl:0:e5d2:1:0:'Power Up' (LJL1LBL1)
    boblbobl:0:F676:1:0:Constant Extend Letters
    boblbobl:0:e603:1:0:Always Warn (Bell Item)
    boblbobl:0:25f6:1:0:Cut Journey Time (LSB)
    boblbobl:0:25f7:0:0:Cut Journey Time (MSB)
    boblbobl:0:e64b:e:0:Level 15 (lolly at end)
    boblbobl:0:e64b:45:0:Level 70 (lolly at end?)
    boblbobl:0:e64b:13:0:Level 20
    boblbobl:0:e64b:18:0:Level 25 (Fire Bubbles)
    boblbobl:0:e64b:1d:0:Level 30 (Lightning Bubbles)
    boblbobl:0:e64b:27:0:Level 40
    boblbobl:0:e64b:31:0:Level 50
    boblbobl:0:e64b:59:0:Level 90
    boblbobl:0:e64b:50:0:Level 91
    boblbobl:0:e64b:5a:0:Level 92
    boblbobl:0:e64b:5b:0:Level 93
    boblbobl:0:e64b:5c:0:Level 94
    boblbobl:0:e64b:5d:0:Level 95
    boblbobl:0:e64b:5e:0:Level 96
    boblbobl:0:e64b:5f:0:Level 97
    boblbobl:0:e64b:61:0:Level 98
    boblbobl:0:e64b:62:0:Level 99
    boblbobl:0:e64b:63:0:Level 100 (Big Baddie)
    boblbobl:0:e5E7:F:1:Sunflower Potion
    boblbobl:0:e5E7:10:1:Flower Potion
    boblbobl:0:e5E7:11:1:Clover Potion
    boblbobl:0:e5E7:12:1:Rainbow Potion
    boblbobl:0:e5E7:13:1:Musical Potion
    boblbobl:0:F590:1:1:Drown 'em All!
    boblbobl:0:E720:1:1:Throw The Book At Them
    boblbobl:0:F44C:2A:0:Fruit 2A
    boblbobl:0:F44C:2B:0:Fruit 2B
    boblbobl:0:F44C:2C:0:Fruit 2C
    boblbobl:0:F44C:2D:0:Fruit 2D
    boblbobl:0:F44C:2E:0:Fruit 2E
    boblbobl:0:F44C:2F:0:Fruit 2F
    boblbobl:0:F44C:30:0:Fruit 30
    boblbobl:0:F44C:31:0:Fruit 31
    boblbobl:0:F44C:32:0:Fruit 32
    boblbobl:0:F44C:33:0:Fruit 33
    boblbobl:0:F44C:34:0:Fruit 34
    boblbobl:0:F44C:35:0:Fruit 35
    boblbobl:0:F44C:36:0:Fruit 36
    boblbobl:0:F44C:37:0:Fruit 37
    boblbobl:0:F44C:38:0:Fruit 38
    boblbobl:0:F44C:39:0:Fruit 39
    boblbobl:0:F44C:3A:0:Fruit 3A
    boblbobl:0:F44C:3B:0:Fruit 3B
    
    (note that the 'power-up' cheat does this:
        LD (IX+$2E),$05 ; rapid-fire bubbles
        LD (IX+$2F),$06 ; fast bubbles
        LD (IX+$30),$14 ; fast running
     where IX=E691 for P1 and IX=E6C3 for P2)
    
    If you want to try any level just edit the line below
    boblbobl:0:e64b:XX:0:Level XX where XX is the level number in HEX format
    
    REVISION HISTORY
    ----------------
    
    12/12/97 - v2.00: First public release.
    
    14/04/98 - v2.01: Added corrections and notes from Mr. IWAMOTO Kouichi
                      and Mr. NAKANISHI Masamichi, translated by YONEDA
                      Mitsunori - check out his signature below!  :o)
    
         +-----------------------------------------------------------------++
         | YONEDA Mitsunori                           rcn    _ _    _A__   ||
         | fwik0826@mb.infoweb.ne.jp                </ (oo\ ( v ) /oo)  \7 ||
         | http://village.infoweb.or.jp/~fwik0826/ <|,"-==-  \ /  =u=-",|7 ||
         |                                         /_mmm__)m  `  m(__mmm_\7||
         +=================================================================++