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{{Header Nav|game=Bubble Bobble}}
{{Header Nav|game=Bubble Bobble}}
The popularity of Bubble Bobble led Taito (or its licensees) to port to many home computers and video game consoles. Ports of the game were released for the [[Commodore 64]], [[ZX Spectrum]], [[Commodore Amiga]], [[Atari ST]], [[MSX]], [[Amstrad CPC]], [[Sharp X68000]], [[PC]] ([[MS-DOS]], 1989 and 1996), [[Apple II]], [[FM Towns Marty]], [[Sega Master System]], [[Game Boy]], [[Game Boy Color]], [[Game Boy Advance]], [[Nintendo DS]], [[PlayStation]], [[Sega Saturn]], [[Nintendo Entertainment System]], [[Famicom Disk System]], [[Sega Game Gear]], [[mobile phone]] ([[Sprint PCS]]), and [[UltraCade]]'s Taito Arcade Classics. An version also exists for the [[BBC Micro]] on public domain though never officially released. At the end of 2006 a new port for mobile phones in Europe was released.


In October 2005, a version was released for the [[Xbox]], [[PlayStation 2]], and [[PC]] as part of the [[Taito Legends]] compilation of classic arcade games.
== Conversions ==
=== Amstrad CPC ===
[[File:Bubble Bobble CPC screen.png|thumb|left|Screenshot]] [[File:Bubble Bobble 8bit PC EU box.jpg|thumb|right|Box art]]
Developed and published in the United Kingdom by Firebird in 1987. Re-released by Ocean in 1988.
{{-}}
==== Amstrad CPC remake ====
[[File:Bubble Bobble 4CPC screen.png|thumb|left|Screenshot]] [[File:Bubble Bobble 4CPC title.png|thumb|right|Title screen]]
BB4CPC (shorthand for "Bubble Bobble for CPC") is a retro remake of "Bubble Bobble" for the Amstrad CPC 8-bit home computer series. It was developed with the purpose of running on any CPC machine, regardless of RAM size or CRTC model, while staying as faithful to the original game as it could be done in 48 kB of code and data. It was developed by César N.G., under the label cngsoft, and first released on December 26, 2011, and followed up by bug-fix revisions. It is available for download from [http://cngsoft.no-ip.org/cng_bb4cpc.htm http://cngsoft.no-ip.org/cng_bb4cpc.htm]
{{-}}
=== Apple II ===
[[File:Bubble Bobble AP2 screen.png|thumb|left|Screenshot]] [[File:Bubble Bobble 8bit PC US box.jpg|thumb|right|Box art]]
Developed by NovaLogic and published in the United States by Taito in 1987.
{{-}}


Recently, a version for the [[TI-83]] graphing calculator was released.
=== Atari ST ===
[[File:Bubble Bobble AST screen.png|thumb|left|Screenshot]] [[File:Bubble Bobble 16bit PC box.jpg|thumb|right|Box art]]
Developed and published in Europe by Firebird in 1987. Published the United States by Taito.


==Game mechanics in conversions and ports==
Does not have multiple endings, or the special codes from the arcade version. The secret doors will still appear, but they all contain the same text and statue as the first secret room, and there is no Rascal to chase you out. There is no secret code given at the end to decipher.
Bubble Bobble has been widely regarded as one of the most playable games of all time, owing much of its success to its previously described game mechanics, which are only apparently simple, and its many hidden features and secrets. Also, most Bubble Bobble players usually manage to master techniques such as riding bubbles, 'bubbling' oneself through the screen or 'kissing' monsters, and expect them to work all the time.
 
After jumping vertically into a solid space, you can pass horizontally through the walls in some ways that you can't in the arcade, making a few of the puzzles easier. Gameplay is slightly slower at 50hz. There are no levels where enemies break out of their bubbles quickly. The Super Drunk boss does not throw bottles, and has no angry form, so you have unlimited time to pop its bubble.
 
A few of the more obscure items are missing: earthquake book, comet necklace, EXTEND necklace, crystal ball, lipstick, hurry up skull item, rare fireball bubble. Several of the point items are missing (green pepper, mushroom, etc.).


Some Bubble Bobble ports however, from the date of release of the arcade version up today, have been heavily criticized for their mechanics deviating significantly from the arcade version, adversely affecting the gameplay.
Level layouts are very close to the arcade. No rooms have been completely replaced, or altered in a significant way, but there are very minor differences throughout. Some graphics and animations are a little less detailed than the arcade.
{{-}}


For example, in many versions of the game the two-digit trick to make extra bonuses appear at the end of the stage just doesn't work, or the score and bonus awarding system is entirely different, in part due to the complexity of the original one, and most of the aforementioned techniques can be much harder or impossible to reproduce, thus completely changing (arguably ruining) the gaming experience.
=== Commodore Amiga ===
[[File:Bubble Bobble Amiga screen.png|thumb|left|Screenshot]] [[File:Bubble Bobble 16bit PC box.jpg|thumb|right|Box art]]
Developed and published in Europe by Firebird in 1987. Published the United States by Taito.


Examples include even comparatively recent versions such as the 1996 PC/PlayStation/Sega Saturn versions by [[Acclaim]]: they either have different game mechanics (too fast dropping speed, barely working shoes, bubbles going through walls, different jumping physics and many non-implemented techniques) or different behaviour for some monsters (especially the time-up monster).
Extremely similar to the Atari ST version. (See above.)
{{-}}


Another example is the early 1989 PC version by [[Novalogic]], which had the possibility of diagonal jumps with a single keystroke (thus enabling players to go through walls), lacked completely the ability of kissing monsters, and had different rules governing the appearance of some bonuses (most notably the orange-yellow sweet).
=== Commodore 64 ===
Developed and published in Europe by Software Creations in 1987. Published the United States by Taito.
<gallery>
File:Bubble Bobble C64 screen.png|Screenshot
File:Bubble Bobble 8bit PC US box.jpg|American box art
File:Bubble Bobble 8bit PC EU box.jpg|European box art
</gallery>
=== FM-Towns Marty ===
[[File:Bubble Bobble FMT screen.jpg|thumb|left|Screenshot]] [[File:Bubble Bobble FMT box.jpg|thumb|right|Box art]]
Developed and published in Japan by Taito in 1993.
{{-}}
=== Game Boy ===
Developed and published in Japan by Taito in 1990. Published in the United States and Europe in 1991. Potentially the least faithful of all the conversions. In addition to the switch to monochrome, the limited resolution forced the designers to switch to a scrolling view of the screen, potentially limiting the player's view of all the enemies' locations. Many level designs were changed drastically.
<gallery>
File:Bubble Bobble GB screen.png|Screenshot
File:Bubble Bobble GB JP box.jpg|Japanese box art
File:Bubble Bobble GB US box.jpg|American box art
</gallery>
=== MS-DOS ===
[[File:Bubble Bobble DOS screen.png|thumb|left|Screenshot]] [[File:Bubble Bobble 8bit PC US box.jpg|thumb|right|Box art]]
Developed by NovaLogic and published in the United States by Taito in 1989. Mimics the look and feel of the Amiga and Atari ST ports.
{{-}}
=== MSX2 ===
[[File:Bubble Bobble MSX screen.png|thumb|left|Screenshot]] [[File:Bubble Bobble MSX box.jpg|thumb|right|Box art]]
Developed and published in the Japan by Taito in 1987. Remarkably faithful to the arcade version despite graphics limitations.
{{-}}
=== NES (Famicom Disk System) ===
Developed and published by Taito. Originally released on the Famicom Disk System in Japan on October 30, 1987 with a save feature. Later converted for play on cartridge format for release outside of Japan, using a password system. Released in the United States on November 1988, and in Europe on October 26, 1990. Possibly one of the most commercially successful conversions worldwide, despite some limitations. See the [[Bubble Bobble/NES Walkthrough|NES walkthrough]] for more information.
<gallery>
File:Bubble Bobble FDS box.jpg|Japanese disc cover
File:Bubble Bobble NES US box.jpg|American box art
File:Bubble Bobble NES EU box.jpg|European box art
</gallery>
=== Sega Game Gear ===
[[File:Bubble Bobble GG screen.png|thumb|left|Screenshot]] [[File:Bubble Bobble GG box.jpg|thumb|right|Box art]]
Developed by Open Corp. and only released in the United States in 1994 by Taito. Rather than making the same compromises due to limited screen resolution that the Game Boy conversion made, the Game Gear conversion attempts to shrink the familiar stages to fit on the smaller Game Gear screen. Faithful to the arcade in terms of play mechanics.
{{-}}
=== Sega Master System ===
Developed by Taito and published by Sega. Released for the Sega Mark III in Japan as Final Bubble Bobble on July 2, 1988. Redesigned with more of a single player item quest in mind with many more hidden doors, some of which contain items which are required to view the best ending in the game. Published in Europe under the traditional Bubble Bobble title in 1992. Also published by Tec Toy in Brazil under the title "Dragon Maze" in 1994. This release was never published in the United States. See the [[Bubble Bobble/SMS Walkthrough|SMS walkthrough]] for more information.
<gallery>
File:Bubble Bobble SMS JP box.jpg|Japanese box art
File:Bubble Bobble SMS EU box.jpg|European box art
File:Bubble Bobble SMS BR box.jpg|Brazilian box art
</gallery>
=== Sharp X68000 ===
[[File:Bubble Bobble X68 screen.png|thumb|left|Screenshot]] [[File:Bubble Bobble X68 box.jpg|thumb|right|Box art]]
Developed by Dempa and published in Japan by Taito in 1989. As with most every X68000 arcade conversion, this version of Bubble Bobble is remarkably faithful to the original arcade game.
{{-}}
=== Sinclair ZX Spectrum ===
[[File:Bubble Bobble ZXS screen.png|thumb|left|Screenshot]] [[File:Bubble Bobble 8bit PC EU box.jpg|thumb|right|Box art]]
Developed and published in the United Kingdom by Firebird in 1987. Excluding the Game Boy, probably the most graphically compromised and least visually faithful conversion.
{{-}}


The various Nintendo NES and Game Boy ports and sequels are very different, often featuring scrolling screens, different enemies, and the ability for the dragons to fly.
=== Windows 95/98/XP ===
[[File:Bubble Bobble Windows screen.jpg|thumb|left|Screenshots]] [[File:Bubble Bobble Windows box.jpg|thumb|right|Box art]]
Released in Japan on February 19, 2004, as part of a memorial collection series published for the Windows 95/98/XP operating systems. Presumed to be using a form of emulation, it is arcade accurate.
{{-}}


In general, there are as many variations to the game mechanics as there are versions, with some being more faithful to the arcade version than others and some resulting in noticeably different gameplay experience. Although that is a general rule regarding ports of any game, in Bubble Bobble it can become very noticeable and annoying because of the game relying primarily on its fast paced and trick-filled gameplay.
=== BBC Micro ===
There is also an unofficial fan conversion for the BBC Micro computer.


One of the few versions having game mechanics and gameplay very close to the arcade is the Sega Master System version, despite its introduction of extra gameplay elements. Moreover, the version included in [[Taito Legends]] for the Xbox, PS2, and PC should be a near-perfect copy of the original arcade version, as it features the original ROM running under emulation. However, even this version lacks accurate emulation of an MCU in the original hardware that handled monster behavior and other things. As of 2007, fully accurate emulation is implemented only in [[MAME]] (versions 0.107u3 and up).
== Compilations ==
* 1996 - [[Bubble Bobble also featuring Rainbow Island]]: [[PlayStation]], [[Sega Saturn]], [[PC]]
* 2002 - [[Bubble Bobble: Old & New]]: [[Game Boy Advance]]
* 2005 - [[Taito Legends]]: [[PlayStation 2]], [[Xbox]], [[PC]]
* 2006 - [[Bubble Bobble DS]] / [[Bubble Bobble Revolution]]: [[Nintendo DS]]
* 2009 - [[Bubble Bobble Neo]] / [[Bubble Bobble Plus!]]: [[Xbox 360]], [[Wii]]
* 2010 - [[Bubble Bobble Double]]: [[iPhone]]


==Legacy==
==Game mechanics in conversions and ports==
Bubble Bobble inspired many sequels, including:
Bubble Bobble has been widely regarded as one of the most playable games of all time, owing much of its success to its game mechanics, which are only simple in appearance, and its many hidden features and secrets. Many advanced Bubble Bobble players master techniques such as riding bubbles, 'bubbling' oneself through the screen or 'kissing' monsters, and expect them to work all the time. Some Bubble Bobble ports however, from the date of release of the arcade version up today, have been heavily criticized for their mechanics deviating significantly from the arcade version, adversely affecting the gameplay.
*[[Rainbow Islands]] (1987)
*[[Rainbow Islands Extra Version]] (1988)
*[[Final Bubble Bobble]] (1988 Sega Master System)
*[[Parasol Stars]] (1991 originally released for NEC PC-Engine (Japan only), converted for Famicom (Japan only), Super Famciom (Japan only), Amiga, Atari ST, and Game Boy
*[[Bubble Bobble Part 2]] (1993 Nintendo Famicom, Nintendo Entertainment System, Game Boy)
*[[Bubble Bobble II]] (World) / [[Bubble Symphony]] (Europe, Japan, U.S.) (1994 Arcade, [[Sega Saturn]] (Japan only))
*[[Bubble Memories]] (1995 Arcade)
*[[Rainbow Islands - Putty's Party]] (2000 Bandai Wonderswan)


There are a couple of previous Taito games which sort of anticipated the Bubble Bobble legacy because of their inclusion of characteristic common elements or even monsters (e.g. the ''Mighta'' and ''Monsta'' both appeared first in the game Chack'n Pop, and in fact level 29 of Bubble Bobble is a direct copy of level 1 of Chack'n Pop):
For example, in many versions of the game the two-digit trick to make extra bonuses appear at the end of the stage just doesn't work, or the score and bonus awarding system is entirely different, in part due to the complexity of the original version. Most of the aforementioned techniques can be much harder or impossible to reproduce, thus completely changing (arguably ruining) the gaming experience.
*[[Chack'n Pop]] (1983)
*[[Fairyland Story]] (1985)


Bub and Bob also appeared in [[Puzzle Bobble]], otherwise known as Bust a Move in the United States. Bust a Move was followed by many sequels, for many consoles, including PlayStation, Nintendo 64, Game Boy, Game Boy Color, Game Boy Advance, GameCube, Dreamcast, PlayStation 2, Xbox and even the N-Gage, along with computer and arcade versions.  This spin-off franchise became more popular than Bubble Bobble itself, and has (so far) outlived it.
Examples include even comparatively later conversions such as the 1996 PC/PlayStation/Sega Saturn versions by [[Acclaim]]: they either have different game mechanics (too fast dropping speed, barely working shoes, bubbles going through walls, different jumping physics and many non-implemented techniques) or different behavior for some monsters (especially the time-up monster).  


==Similar games, spinoffs, and clones==
Another example is the early 1989 PC version by [[Novalogic]], which had the possibility of diagonal jumps with a single keystroke (thus enabling players to go through walls), lacked completely the ability of kissing monsters, and had different rules governing the appearance of some bonuses (most notably the orange-yellow sweet).
Bubble Bobble's successful gameplay has inspired not only many official sequels and spinoffs by Taito, but also a number of games with very similar gameplay elements. The most important of them include:
*The non-scrolling platformer action.
*Dividing the game into many levels (typically above 30).
*Defeating enemies by trapping them somehow instead of killing them right away.
*Collecting bonuses and finding secret ways of increasing their value.
*Collecting letters to gain an extra life.


Some examples of successful non-Taito video games resembling Bubble Bobble in some or even all of the above aspects are:
The various Game Boy ports and sequels are very different, often featuring scrolling screens, different enemies, and the ability for the dragons to fly.
*[[Rodland]] by [[Jaleco]] (1989).
*[[Snow Brothers]] and its sequels by [[Toaplan]] (1991).
*[[Tumblepop]] and [[Diet Go Go]] by [[Data East]].


[[Ultra Balloon]] (1996), by [[SunA Corporation]] (also manufacturer of [[Hard Head]] series), is an evident [[Bubble Memories]] copy and the only Bubble Bobble-inspired arcade game to actually copy the bubble-blowing and popping system.
In general, there are as many variations to the game mechanics as there are versions, with some being more faithful to the arcade version than others and some resulting in noticeably different gameplay experience. Although that is a general rule regarding ports of any game, in Bubble Bobble it can become very noticeable and annoying because of the game relying primarily on its fast paced and trick-filled gameplay.


Bubble Bobble also inspired a few software publishers to publish derivatives of the game for the PC and Mac. Such titles include [[Bubble Bobble World]], [[Bubble Bobble Quest]], [[Bubble Bobble Nostalgie]], [[Bub & Bob]], and [[The Bub's Brothers]]. Such games are marketed online.
One of the few versions having game mechanics and gameplay very close to the arcade is the Sega Master System version, despite its introduction of extra gameplay elements. Moreover, the version included in [[Taito Legends]] for the Xbox, PS2, and PC should be a near-perfect copy of the original arcade version, as it features the original ROM running under emulation. However, even this version lacks accurate emulation of an MCU in the original hardware that handled monster behavior and other things. As of 2007, fully accurate emulation is implemented only in [[MAME]] (versions 0.107u3 and up).


==Trivia==
* This was one of the first games to feature multiple endings.
* In 1996, Taito announced that they lost the original source code program to Bubble Bobble following a reorganization - when it came to the recent ports and sequels, they had to work from program disassembly, playing the game and (mainly) the various home computer ports.
* The game forbids the initials "SEX" on the high score table. If you try, it gets changed it to "H.!". In Japan, the letter H is occasionally used as a slang term for perverts.
* Tom Gault holds the official record for this game with a maximum possible [http://www.twingalaxies.com/index.aspx?c=22&pi=2&gi=3665&vi=673 5,823,600 points] on March 4, 1988.
* The NES cover band "The Advantage" covers two songs from Bubble Bobble on their self-titled album.
* Games with an "improved", though actually slightly modified, arcade mode were released for the Game Boy Advance and Nintendo DS, respectively called [[Bubble Bobble Old and New]], in July 2002, and [[Bubble Bobble Revolution]] in September 2006.
* Bubble Bobble Revolution was developed by [[Codemasters]]. Wireless multiplayer functionality was included for the DS version. However, in the beginning of October 2006, the game cartridge was officially deemed "faulty" by Nintendo of America due to the fact that the New Age mode did not have a boss in Round 30, so players could not advance to the next level.
{{Footer Nav|game=Bubble Bobble|prevpage=Secret codes|nextpage=Walkthrough}}
{{Footer Nav|game=Bubble Bobble|prevpage=Secret codes|nextpage=Walkthrough}}

Latest revision as of 01:28, 26 May 2022

Conversions[edit]

Amstrad CPC[edit]

Screenshot
Box art

Developed and published in the United Kingdom by Firebird in 1987. Re-released by Ocean in 1988.

Amstrad CPC remake[edit]

Screenshot
Title screen

BB4CPC (shorthand for "Bubble Bobble for CPC") is a retro remake of "Bubble Bobble" for the Amstrad CPC 8-bit home computer series. It was developed with the purpose of running on any CPC machine, regardless of RAM size or CRTC model, while staying as faithful to the original game as it could be done in 48 kB of code and data. It was developed by César N.G., under the label cngsoft, and first released on December 26, 2011, and followed up by bug-fix revisions. It is available for download from http://cngsoft.no-ip.org/cng_bb4cpc.htm

Apple II[edit]

Screenshot
Box art

Developed by NovaLogic and published in the United States by Taito in 1987.

Atari ST[edit]

Screenshot
Box art

Developed and published in Europe by Firebird in 1987. Published the United States by Taito.

Does not have multiple endings, or the special codes from the arcade version. The secret doors will still appear, but they all contain the same text and statue as the first secret room, and there is no Rascal to chase you out. There is no secret code given at the end to decipher.

After jumping vertically into a solid space, you can pass horizontally through the walls in some ways that you can't in the arcade, making a few of the puzzles easier. Gameplay is slightly slower at 50hz. There are no levels where enemies break out of their bubbles quickly. The Super Drunk boss does not throw bottles, and has no angry form, so you have unlimited time to pop its bubble.

A few of the more obscure items are missing: earthquake book, comet necklace, EXTEND necklace, crystal ball, lipstick, hurry up skull item, rare fireball bubble. Several of the point items are missing (green pepper, mushroom, etc.).

Level layouts are very close to the arcade. No rooms have been completely replaced, or altered in a significant way, but there are very minor differences throughout. Some graphics and animations are a little less detailed than the arcade.

Commodore Amiga[edit]

Screenshot
Box art

Developed and published in Europe by Firebird in 1987. Published the United States by Taito.

Extremely similar to the Atari ST version. (See above.)

Commodore 64[edit]

Developed and published in Europe by Software Creations in 1987. Published the United States by Taito.

FM-Towns Marty[edit]

Screenshot
Box art

Developed and published in Japan by Taito in 1993.

Game Boy[edit]

Developed and published in Japan by Taito in 1990. Published in the United States and Europe in 1991. Potentially the least faithful of all the conversions. In addition to the switch to monochrome, the limited resolution forced the designers to switch to a scrolling view of the screen, potentially limiting the player's view of all the enemies' locations. Many level designs were changed drastically.

MS-DOS[edit]

Screenshot
Box art

Developed by NovaLogic and published in the United States by Taito in 1989. Mimics the look and feel of the Amiga and Atari ST ports.

MSX2[edit]

Screenshot
Box art

Developed and published in the Japan by Taito in 1987. Remarkably faithful to the arcade version despite graphics limitations.

NES (Famicom Disk System)[edit]

Developed and published by Taito. Originally released on the Famicom Disk System in Japan on October 30, 1987 with a save feature. Later converted for play on cartridge format for release outside of Japan, using a password system. Released in the United States on November 1988, and in Europe on October 26, 1990. Possibly one of the most commercially successful conversions worldwide, despite some limitations. See the NES walkthrough for more information.

Sega Game Gear[edit]

Screenshot
Box art

Developed by Open Corp. and only released in the United States in 1994 by Taito. Rather than making the same compromises due to limited screen resolution that the Game Boy conversion made, the Game Gear conversion attempts to shrink the familiar stages to fit on the smaller Game Gear screen. Faithful to the arcade in terms of play mechanics.

Sega Master System[edit]

Developed by Taito and published by Sega. Released for the Sega Mark III in Japan as Final Bubble Bobble on July 2, 1988. Redesigned with more of a single player item quest in mind with many more hidden doors, some of which contain items which are required to view the best ending in the game. Published in Europe under the traditional Bubble Bobble title in 1992. Also published by Tec Toy in Brazil under the title "Dragon Maze" in 1994. This release was never published in the United States. See the SMS walkthrough for more information.

Sharp X68000[edit]

Screenshot
Box art

Developed by Dempa and published in Japan by Taito in 1989. As with most every X68000 arcade conversion, this version of Bubble Bobble is remarkably faithful to the original arcade game.

Sinclair ZX Spectrum[edit]

Screenshot
Box art

Developed and published in the United Kingdom by Firebird in 1987. Excluding the Game Boy, probably the most graphically compromised and least visually faithful conversion.

Windows 95/98/XP[edit]

Screenshots
Box art

Released in Japan on February 19, 2004, as part of a memorial collection series published for the Windows 95/98/XP operating systems. Presumed to be using a form of emulation, it is arcade accurate.

BBC Micro[edit]

There is also an unofficial fan conversion for the BBC Micro computer.

Compilations[edit]

Game mechanics in conversions and ports[edit]

Bubble Bobble has been widely regarded as one of the most playable games of all time, owing much of its success to its game mechanics, which are only simple in appearance, and its many hidden features and secrets. Many advanced Bubble Bobble players master techniques such as riding bubbles, 'bubbling' oneself through the screen or 'kissing' monsters, and expect them to work all the time. Some Bubble Bobble ports however, from the date of release of the arcade version up today, have been heavily criticized for their mechanics deviating significantly from the arcade version, adversely affecting the gameplay.

For example, in many versions of the game the two-digit trick to make extra bonuses appear at the end of the stage just doesn't work, or the score and bonus awarding system is entirely different, in part due to the complexity of the original version. Most of the aforementioned techniques can be much harder or impossible to reproduce, thus completely changing (arguably ruining) the gaming experience.

Examples include even comparatively later conversions such as the 1996 PC/PlayStation/Sega Saturn versions by Acclaim: they either have different game mechanics (too fast dropping speed, barely working shoes, bubbles going through walls, different jumping physics and many non-implemented techniques) or different behavior for some monsters (especially the time-up monster).

Another example is the early 1989 PC version by Novalogic, which had the possibility of diagonal jumps with a single keystroke (thus enabling players to go through walls), lacked completely the ability of kissing monsters, and had different rules governing the appearance of some bonuses (most notably the orange-yellow sweet).

The various Game Boy ports and sequels are very different, often featuring scrolling screens, different enemies, and the ability for the dragons to fly.

In general, there are as many variations to the game mechanics as there are versions, with some being more faithful to the arcade version than others and some resulting in noticeably different gameplay experience. Although that is a general rule regarding ports of any game, in Bubble Bobble it can become very noticeable and annoying because of the game relying primarily on its fast paced and trick-filled gameplay.

One of the few versions having game mechanics and gameplay very close to the arcade is the Sega Master System version, despite its introduction of extra gameplay elements. Moreover, the version included in Taito Legends for the Xbox, PS2, and PC should be a near-perfect copy of the original arcade version, as it features the original ROM running under emulation. However, even this version lacks accurate emulation of an MCU in the original hardware that handled monster behavior and other things. As of 2007, fully accurate emulation is implemented only in MAME (versions 0.107u3 and up).