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||
     +=================================================================++