the cutting room mirror

Bubble Symphony (Arcade)

This article has a talk page!
view on tcrf.net

This page contains notes for the game Bubble Symphony (Arcade).

Difficulty#

Difficulty is based on three variables.

  • Rank (40ED3C) is the master variable of the dynamic difficulty system. Ranges from 0 to 30.
  • CooldownVar (40ED3E) will either add to or subtract from Rank depending on how long it's been since a new game was started. Ranges from 0 to 31.
  • RankFloor (40ED40) is the lowest possible value that Rank can be set to. Note that this is only checked when subtracting from Rank; the game can add to Rank and still have it be under this value. Ranges from 0 to 30.

What Affects Difficulty#

When the machine boots...

  • CooldownVar is set to 10.

In attract mode...

  • The game adds 1 to CooldownVar every time the high score screen is viewed.
  • For game demos, Rank is set to 7, RankFloor is set to 0, and all of the adjustments listed below are skipped.

At the start of the game...

  • Rank is set to one of four values based on the game's difficulty setting: Easy is 4, Normal is 7, Hard is 10, and Very Hard is 13.
  • RankFloor is also set according to difficulty: Easy is 0, Normal is 2, Hard is 4, and Very Hard is 6.
  • A value based on CooldownVar is either added to or subtracted from Rank:

0

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

+4

+3

+2

+1

0

16

17

18

19

20

21

22

23

24

25

26

27

28

29

30

31

0

-1

-2

-3

+3

-4

At the start of each stage, if Rank is 15 or less:

  • The game checks the number of rounds that the player has completed without dying. If the value is even, the game adds 1 to Rank.
In a two-player game, the game does this check for both players.
  • The game then compares this deathless round variable with a value in the first column of the table below. If it's equal to or greater than that value, the following occurs:

:*If RankFloor is less than the value in the second column, RankFloor will be set to that value.

:*If Rank is less than the value in the third column, RankFloor will be set to that value.

Deathless
Rounds

RankFloor
Value

Rank
Value

5

8

8

10

15

7

15

20

7

20

25

7

30

30

7

In the case of a two-player game, the game will use the lower of both players' deathless round values for this check.

At the start of each stage, if Rank is 16 or higher:

  • The game checks how long the player has been playing on their current credit. If the value exceeds the value in the first column, then RankFloor will be set to the value in the second column unless it's already greater than or equal to that value:

Game Time

RankFloor
Value

600 Seconds

15

1200 Seconds

20

1800 Seconds

25

2400 Seconds

30

In the case of a two-player game, the game will use the longer of both players' timers for this check.

After getting a Game Over and reaching the high score screen...

  • CooldownVar is set to either 0 if a player got a high score or 1 if they didn't.

The following events immediately affect Rank:

  • Starting a two-player game adds 3.
  • A second player joining a one-player game adds 3.
  • Losing a life subtracts 1.
  • Either player continuing from a game over in a two-player game adds 3.
  • Spelling out "EXTEND" adds 1.
  • Collecting any key adds 1.
  • Entering any secret room adds 3.

What Difficulty Affects#

  • Special Item Requirements: See next section.
  • "Hurry Up!" Timer Adjustment: If the value of Rank is 16 or higher, the amount of time that the player has before the "Hurry Up!" sequence starts is shortened by up to 7 seconds:

16

17

18

19

20

21

22

23

24

25

26

27

28

29

30

-3 Sec

-4 Sec

-5 Sec

-6 Sec

-7 Sec

  • Skel-Monsta Timer Adjustment : If the value of Rank is 16 or higher, the amount of time that the player has before Skel-Monsta appears is shortened by up to 7 seconds:

16

17

18

19

20

21

22

23

24

25

26

27

28

29

30

-2 Sec

-3 Sec

-4 Sec

-5 Sec

-6 Sec

-7 Sec

  • Monster Speed Adjustment: If the value of Rank is 16 or higher, the speed of Monsters is increased.

16

17

18

19

20

21

22

23

24

25

26

27

28

29

30

+1

+2

+3

+4

+5

(The meaning of this value depends on each monster's movement code.)

Special Item Conditions#

Each special item has four different thresholds that the game checks to determine whether or not it should spawn. For example, for a Cross of Thunder to appear, the player has to collect either 10 (D1), 12 (D2), 14 (D3), or 16 (D4) point items. The threshold that the game checks depends on the value of Rank at the start of the stage:

:*D1: 0 to 3.

:*D2: 4 to 7.

:*D3: 8 to 11

:*D4: 12 to 30.

The table below is checked from top to bottom, and the game will select the first item it finds that has its requirements met. When an item is selected to spawn, its counter is cleared. Counters otherwise keep their values from game-to-game and are only reset when the cabinet is reset.

ID

Item

Value

D1

D2

D3

D4

Condition

Effect

0E6

1,000

—

Enter "BUNNY" on the high score screen.

At the end of the stage:

  • All bubbles turn into 700 point Bunny Girls.
  • A Big Bunny Girl worth 100,000 points drops down from the top of the screen.

149

10

777

Start X stages.

Gives the player an extra life!

14A

5,000

40

Collect X big point items.

Reveals the location of hidden Notes in the next 2 stages.

11D

20

40

Spawn Skel-Monsta X times.

Summons a purple comet that initiates the "HURRY UP!" sequence.

11E

10

20

Die by Skel-Monsta X times.

Instantly spawns Skel-Monsta.

0E7

2,000

10

Trigger "HURRY UP!" X times.

Chimes and screen flashes red if any offensive special item is set to spawn this stage.

129

3,000

—

Enter "GIRL" on the high score screen.

Summons a Bunny Girl as an assist character.

0DB

500

4

Collect X red "E" Extend Bubbles.

At the end of the stage:

  • All bubbles turn into 700 point Soda Popsicles.
  • A Big Soda Popsicle worth 10,000 points drops down from the top of the screen.

0DC

500

4

Collect X "X" Extend Bubbles.

At the end of the stage:

  • All bubbles turn into 700 point Chocolate Popsicles
  • A Big Chocolate Popsicle worth 10,000 points drops down from the top of the screen.

0DD

500

4

Collect X "T" Extend Bubbles.

At the end of the stage:

  • All bubbles turn into 700 point Oranges.
  • A Big Orange worth 20,000 points drops down from the top of the screen.

0DE

500

4

Collect X blue "E" Extend Bubbles.

At the end of the stage:

  • All bubbles turn into 700 point Watermelons.
  • A Big Watermelon worth 20,000 points drops down from the top of the screen.

0DF

500

4

Collect X "N" Extend Bubbles.

At the end of the stage:

  • All bubbles turn into 700 point Eclairs.
  • A Big Eclair worth 30,000 points drops down from the top of the screen.

0E0

500

4

Collect X "D" Extend Bubbles.

At the end of the stage:

  • All bubbles turn into 700 point Shortcakes.
  • A Big Shortcake worth 30,000 points drops down from the top of the screen.

0E3

1,000

3

Collect X Books of Death.

At the end of the stage:

  • All bubbles turn into 700 point Yellow Diamonds.
  • A Big Yellow Diamond worth 70,000 points drops down from the top of the screen.

0E2

1,000

3

Collect X Crosses of Thunder.

At the end of the stage:

  • All bubbles turn into 700 point Blue-Purple Diamonds.
  • A Big Blue-Purple Diamond worth 40,000 points drops down from the top of the screen.

0E1

1,000

3

Collect X Crosses of Water.

At the end of the stage:

  • All bubbles turn into 700 point Blue Diamonds.
  • A Big Blue Diamond worth 50,000 points drops down from the top of the screen.

0DA

5,000

15

20

25

30

Start X stages.

Spawns a yellow spark that ricochets around the stage, destroying any enemies it hits.

Enemies drop 6,000 point Purple Diamonds.

117

4,000

20

Start X new games.

After clearing the stage, 10 Extend Bubbles are added to the game's reserve.

126

3,000

50

51

52

53

Pop X Water Bubbles.

Summons a large purple bubble dragon as an assist character.

124

3,000

45

46

47

48

Pop X Water Bubbles.

Summons Chack'n as an assist character.

123

3,000

40

41

42

43

Pop X Water Bubbles.

Summons Tiki as an assist character.

122

3,000

35

36

37

38

Pop X Water Bubbles.

Summons Hippopo as an assist character.

121

3,000

30

31

32

33

Pop X Water Bubbles.

Summons Bob as an assist character.

120

3,000

25

26

27

28

Pop X Water Bubbles.

Summons Ptolemy as an assist character.

11F

3,000

20

21

22

23

Pop X Water Bubbles.

Summons the Cannon from Space Invaders as an assist character.

0F1

3,000

16

18

20

22

Defeat X enemies with Thunder Bubbles.

Conjures a star storm that destroys all enemies. Enemies drop 6,000 point Purple Diamonds.

0F2

3,000

16

18

20

22

Defeat X enemies with Rainbow Bubbles.

Intense sunlight destroys all enemies. Enemies drop 10,000 point Chocolate Cakes.

0F0

3,000

16

18

20

22

Defeat X enemies with Fire Bubbles.

Triggers an earthquake, destroying all enemies. Enemies drop 8,000 point Yellow Diamonds.

10B

1,000

16

18

20

22

Defeat X enemies with Wind Bubbles.

Destroys enemies with holy light. Enemies drop 10,000 point Gold Crowns.

10A

1,000

60

Collect X end-of-stage drops.

Doubles the value of popped enemies for the duration of the stage.

0EE

3,000

10

12

14

16

Collect X special items.

Floods the stage, drowning all enemies. Enemies drop 7,000 point Blue Diamonds.

131

3,000

10

12

14

16

Defeat X enemies with Water Bubbles†.

Gives the player 16 uses of fire breath for the current stage.

0EF

3,000

10

12

14

16

Collect X point items.

Conjures a thunderstorm. Enemies hit by lightning bolts drop 8,000 point Yellow Diamonds.

10C

1,000

80

Collect X treasure items.

Changes all enemies into Zen-chan.

0D9

1,000

6

Collect X Pink Candies.

Player gains 100 points when blowing bubbles for the duration of the stage.

0D8

1,000

6

Collect X Green Candies.

Player gains 500 points per jump and 50 points per bounce for the duration of the stage.

0D7

1,000

6

Collect X Blue Candies.

Player gains 10 points per frame while walking for the duration of the stage.

127

3,000

1

Collect X Big Onusa.

Summons Sayo-chan as an assist character.

128

3,000

1

Collect X Big Magic Staves.

Summons Mr. Mikata (1P) or Peppl (2P) as an assist character.

125

Red Item. That's the closest thing to a name I could find for these Darius power-ups

3,000

1

Collect X Big Red Items.

Summons Silver Hawk as an assist character.

0D6

Chack'n Heart

3,000

40

40

50

60

Collect X monster drops.

For 20 seconds, enemies freeze and are destroyed on contact. Drops vary based on species.

0D5

300

29

Fall into X pits.

Turns the stage into a card-collecting bonus game with Joker Cards.

0D4

300

28

Fall into X pits.

Turns the stage into a card-collecting bonus game with Diamond Cards.

0D3

300

27

Fall into X pits.

Turns the stage into a card-collecting bonus game with Club Cards.

0D2

300

26

Fall into X pits.

Turns the stage into a card-collecting bonus game with Heart Cards.

0D1

300

25

Fall into X pits.

Turns the stage into a card-collecting bonus game with Spade Cards.

0D0

"Dynamite", supposedly. That's a cartoon bomb if ever there was one

200

70

80

90

100

Pop X Fire Bubbles.

Explodes, destroying all enemies. Enemies drop 10,000 point Blue-Purple Diamonds.

0CF

200

100

Pop X Thunder Bubbles.

Stops time for 20 seconds.

109

1,000

100

Pop X Rainbow Bubbles.

Slows down enemy movement for 20 seconds.

12F

2,000

100

Pop X Wind Bubbles.

Greatly slows down the stage's air currents for 20 seconds.

102

1,200

20

Collect X bubble potions.

Transforms all bubbles on the field into 700 point White Turnips.

101

1,200

18

Collect X bubble potions.

Transforms all bubbles on the field into 700 point Red Turnips

100

1,200

16

Collect X bubble potions.

Transforms all bubbles on the field into 700 point Onions.

0FF

1,200

14

Collect X bubble potions.

Transforms all bubbles on the field into 700 point Carrots.

0FE

1,200

12

Collect X bubble potions.

Transforms all bubbles on the field into 700 point Eggplants.

0FD

1,200

10

Collect X bubble potions.

Transforms all bubbles on the field into 700 point Green Peppers.

0CE

1,000

24,576

Walk for X frames.

Increases player's speed by 3.

0CB

100

3,072

Walk for X frames.

Increases player's speed by 1. Can be stacked up to three times.

0CA

100

35

Perform X jumps.

Enables rapid fire bubble blowing.

0C9

100

35

Pop X normal bubbles.

Increases player's bubble speed by 3. Can't be stacked.

0C8

100

35

Shoot X normal bubbles.

Increases player's bubble range by 3. Can't be stacked.

Glossary

  • Point items: These items spawn in a stage's point item slot two seconds after the stage starts.
  • Special items: These items spawn in a stage's special item slot seven seconds after the stage starts.
  • Big point items: Includes the items that drop down at the end of a stage after collecting a Top Hat, Treasure Chest, or Magic Cane, and the Big Diamonds that appear after collecting three Notes when the player already has a key of the same color.

    The Big Diamonds that pop out of treasure chests do not count as big point items.
  • Monster drops: Any item that spawns from the body of a defeated monster. The lone exceptions to this are the Gold Crowns created by the Holy Grail item, which are counted as point items.
  • Treasure items: Includes all items that pop out of treasure chests and the Diamonds that appear in secret rooms.

Counter Anomalies#

  • Items that share the same conditions share the same counter, except for the Taito Coin and the Magic Necklace. Both check the number of stages started, but they use different counters: The Magic Necklace counter is at 40EA6A in RAM, and the Taito Coin counter is at 40EA6C.
  • The requirements for item 0CE make it nigh-impossible to get without credit feeding. For reference, 24,576 frames is equal to about 6 minutes and 50 seconds of walking. They'd also have to avoid having the Shoes spawn, which would reset the counter.
  • The counter for the Cross of Fire is bugged. Instead of increasing by 1 every time an enemy is defeated by a Water Bubble, it instead increases by 1 every frame a burst Water Bubble comes into contact with a bubbled enemy.
  • Hippopo's water bombs count as Water Bubbles for the purposes of the Cross of Fire and Pink Heart / Scroll counters.
  • The Big Candy item adds 1 to each candy collection counter.
  • The game keeps track of how many keys have been collected at 40EA8A in RAM, but no special item uses this as a spawn condition.

Miscellaneous#

When the game is generating ceiling / pit bubbles, there's a small chance that a Special Bubble will spawn. The Special Bubble gives sixteen uses of fire breath for five stages. In Bubble Symphony, the chance of one spawning is even rarer than in the original Bubble Bobble: 1 in 16,384. The code for this starts at 0x44B02 in the main CPU.