5/1/2021 0 Comments Puzzle Bobble Flash
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Depending on the aiming, the bubbles may float up directly or bounce off the walls, changing their trajectory. The goal is to aim the bubbles in such a way that they will touch identically colored ones. When such bubbles form a group of three or more, they pop and disappear from the screen. If the ceiling of the area is covered by too many bubbles, it will gradually descend; the game is over when it nearly reaches the player-controlled pointer. Should the player fail to release the bubbles within a specific time limit, they will be released automatically, unaffected by the pointers aiming. Each player competes on an area occupying half of the screen, dealing with identically generated bubbles. Whenever a player successfully disposes of a bubble group, a part of it is transferred onto the opponents part of the screen. The game features the two dinosaur protagonists (Bob and Bub) as well as other characters from Bubble Bobble, even though the two games have distinctly different gameplay. Electronic Gaming Monthly. No. 68. Sendai Publishing. March 1995. p. 34. It is based on Taitos 1986 arcade game Bubble Bobble, featuring characters and themes from that game. Its characteristically cute Japanese animation and music, along with its play mechanics and level designs, made it successful as an arcade title and spawned several sequels and ports to home gaming systems. The color of bubbles fired is randomly generated and chosen from the colors of bubbles still left on the screen. After clearing the arena, the next round begins with a new pattern of bubbles to clear. The fired bubbles travel in straight lines (possibly bouncing off the sidewalls of the arena), stopping when they touch other bubbles or reach the top of the arena. If a bubble touches identically-colored bubbles, forming a group of three or more, those bubblesas well as any bubbles hanging from themare removed from the field of play, and points are awarded.After every few shots, the ceiling of the playing arena drops downwards slightly, along with all the bubbles stuck to it. The number of shots between each drop of the ceiling is influenced by the number of bubble colors remaining. The closer the bubbles get to the bottom of the screen, the faster the music plays and if they cross the line at the bottom then the game is over. Puzzle Bobble was originally released in Japan only in June 1994 by Taito Corporation, running on Taitos B System hardware (with the preliminary title Bubble Buster). ![]() It was almost identical aside from being in stereo and having some different sound effects and translated text. Puzzle Bobble Flash Series In TheThe Bust-a-Move title was used for all subsequent games in the series in the United States and Canada, as well as for some (non-Taito published) console releases in Europe. Puzzle Bobble caters to this interest very well, featuring an exponential scoring system that allows extremely high scores to be achieved. However, dropped bubbles (that is, bubbles that were hanging from popped bubbles), are worth far more: one dropped bubble scores 20 points; two scores 40; three score 80. This figure continues doubling for each bubble dropped, up to 17 or more bubbles which scores 1,310,720 points. It is possible to achieve this maximum on most rounds (sometimes twice or more), resulting in a potential total score of 30 million and beyond. The maximum 50,000-point bonus is awarded for clearing a round in 5 seconds or less; this bonus then drops down to zero over the next minute, after which no bonus is awarded. Both players have an arena each (both visible on screen) and an identical arrangement of colored bubbles in each arena. When a player removes a large group (four bubbles or more) some of those removed are transferred to the opponents arena, usually delaying their efforts to remove all the bubbles from their individual arena. In some versions, the two-player game can also be played by one player against a computer opponent. He considered the two player mode the highlight, but also said that the one player mode provides a solid challenge. GamePro gave it a generally negative review, saying it starts out fun but ultimately lacks intricacy and longevity. They elaborated that in one player mode all the levels feel the same, and that two player matches are over too quickly to build up any excitement. They also criticized the lack of any 3D effects in the graphics. He remarked that though the 3DO version makes no significant additions, none are called for by a game with such simple enjoyment. GamePro s brief review of the 3DO version commented, The move-and-shoot controls are very responsive and the simple visuals and music are well done. Electronic Gaming Monthly. No. 68. Sendai Publishing. March 1995. p. 34.
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