
The red pulsating bubbles, when popped, give the player 100,000 points in the prototype.All doors: Includes the three treasure room doors on Rounds 20, 30, and 40, and the warp to Round 70 in Round 50.Once the comet exits the screen, the round goes into "HURRY UP!" mode. Crayon: Acts like a yellow potion and turns the next three special items into potions.Crystal Ball: Makes point and special items spawn faster and simultaneously.The unique point items that the first three special items produce (wooden crosses, pizzas, and pink poop respectively) are similarly absent.


High Score entry items: The octopus, lager, pink flamingo, knife, and Coke items haven't been coded or drawn yet.Bell: Chimes whenever a special attack item is set to spawn in a round.All Cane and Treasure Chest items: These spawn a giant point item at the end of the round (worth between 10,000 and 80,000 points) and turn all bubbles at the end of the round into smaller versions of that item (worth 700 points).The following items are missing from the prototype: In the final, it's a much less likely 1 in 4096 chance. In the prototype, there's a 1 in 256 chance of this occurring. In both versions, special red pulsating bubbles will randomly replace one of the bubbles that flow into the stage. If difficulty dip switch is set to "Very Hard", player starts in this range. If difficulty dip switch is set to "Hard", player starts in this range. If difficulty dip switch is set to "Normal", player starts in this range. If difficulty dip switch is set to "Easy", player starts in this range. That threshold can be one of four numbers depending on the game's current difficulty value. The player has to pass a certain threshold to get an item to drop. To determine what special item will appear in each stage, the game checks the condition for every special item in reverse ID order at the start of the stage. This means that the game's difficulty is static unless the difficulty dip switches are set to some other value during play. The prototype has a much simpler difficulty system: Every time the game wants to adjust something based on difficulty, it just checks the difficulty dip switches. The difficulty variable is influenced by a number of actions: For instance, going a certain number of rounds without dying will increment the counter, and dying decrements the counter. The game's current difficulty value is stored at RAM address ( 0圎5DC), and is initially set to one of four values depending on the difficulty dip switches (Switches B1+B2): The final game has a dynamic difficulty system. The "POWER UP!" and "ORIGINAL GAME." codes are similarly absent. The actual Super Bubble Bobble mode and code, of course.

Bubble bobble gif code#
