the cutting room mirror

Changed Stages

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This is a sub-page of Proto:Bubble Symphony (Arcade)/Stages.

Legend

Stages with Changed Layouts#

Stage 006: Fly Away / Large Hall

Prototype

Stage Data

Point Item Spawn072,120

Enemies (Prototype)

Pulpul

056,060

Enemies (Final Game)

Ti Ta Ma

056,060

Special Bubbles

Fire Bubble

8.33%
0%

Layout

  • The final game adds currents in the middle of the stage to keep bubbles and captured enemies in one place.

Stage Data

  • The player has less time to both finish the stage and to pop enemies in the final game, but the enemies' speed was slowed down.
  • The rare-but-mostly-useless Fire Bubbles no longer spawn.

Enemies

  • The three original Pulpuls were replaced by Ti Ta Mas, and the two Dorabos were replaced by two new Pulpuls. Good thing too, because the Dorabos interact with the pits at the bottom like they were platforms; they'll just stop diving and fly back up.

Stage 013: Three Countries Story / Third Room

Prototype

Stage Data

Point Item Spawn112,184

Enemies (Prototype)

Zen-chan

184,164

Enemies (Final Game)

Chu-chu Man

184,164

Special Bubbles

Fire Bubble

—

Layout

  • The platform in the upper-right corner was reshaped and moved more to the left to accommodate a new enemy.

Stage Data

  • Stage difficulty was ramped up by reducing the amount of time it takes to complete the stage, for the Skel-monsta to appear, and for bubbles to pop. Enemies were also sped up a stage.
  • Water bubbles were lowered from a 1/4 spawn chance to a 1/6 chance.

Enemies

  • The two Zen-chan were replaced by a Chu-chu Man and a Catch-maru. The aforementioned new enemy is an Invader.

Stage 016: Pan / Saucepan

Prototype

Stage Data

Point Item Spawn120,168

Enemies (Prototype)

Mighta

152,084

Enemies (Final Game)

Mighta

152,068

Special Bubbles

Fire Bubble

25.00%

Layout

  • The air currents inside the saucepan were changed to keep bubbles and capture enemies trapped inside the pan. The platform inside the pan was raised up two blocks.

Stage Data

  • While the amount of time was reduced and the enemies were sped up, the time it takes for bubbles to pop was doubled.

Enemies

  • The two Mightas were moved up along with the platform.

Stage 019: Rest Room / Breeze Room

Prototype

Stage Data

Point Item Spawn088,096
088,104

Enemies (Prototype)

Mighta

056,124

Enemies (Final Game)

Kabukky

072,044

Special Bubbles

Fire Bubble

—

Layout

  • Major alterations were made to the stage to make traversing it easier. Two platforms were added to 1P spawn, and one more was added to 2P spawn to make getting to the main stage quicker, and the three blocks of land at the bottom were all lowered by one block. There's a new opening above the 1P spawn that the player can use to dodge enemies. The air currents had to be redone after Wind Bubbles were introduced to this stage.

Stage Data

  • The point and special bonus items had to be moved down 8 pixels to match the new heights of their respective platforms. The music note was moved away from the left wall of the second upper chamber, placing it closer to the opening in the roof.
  • The completion and bubble popping times were both reduced, and enemies were sped up three stages.
  • As previously mentioned, the final game adds a high chance for Wind Bubbles to spawn here. Wind Bubbles aren't part of the prototype's game design; this is the first of only two instances of them being added to already existing stages.

Enemies

  • The two Drankos were replaced by more stage-appropriate Kabukkies, which were then moved further apart. The Mighta by the first pit on the left and the Dorabo above 2P's spawn were both removed; in their place are four Catch-marus that each spawn on one of the three blocks on the bottom.

Stage 026: Last Treasure Hunter

Prototype

Stage Data

Point Item Spawn080,048

Enemies (Prototype)

Dranko

120,052

Enemies (Final Game)

Dranko

120,052

Special Bubbles

Fire Bubble

—

Layout

  • The prototype has two ways for 1P to get to the top: Either by riding a bubble up the left wall, or jumping through the small gap in the middle of the large wall. Riding up the left wall is fine, but risky, since enemies can come in from the right side and collide with the player. Jumping through the gap is also fine, as they'll normally pass through the wall and land on the narrow opening below. However, if the player is too fast, they'll end up inside the hole and be sitting bubbleducks for the Invaders. The final game made the following changes:
  1. Deleted the upward currents in the left opening.
  2. Added a dip in the upper-left corner for the player to hide in.
  3. Widened the gap near the top to give the player some space to move and blow bubbles.

Stage Data

  • The bubble popping timer was tripled.

Enemies

  • The second Invader was replaced by a Warurin in the same spot, reducing the amount of lasers that players have to dodge.

Stage 031: Eat / Eat It

Prototype

Stage Data

Point Item Spawn072,176

Enemies (Prototype)

Zen-chan

136,188

Enemies (Final Game)

Cerberorin

136,188

Special Bubbles

Fire Bubble

—

Layout

  • In the prototype, the player can dodge enemy projectiles by sitting on one of the blocks in either corner of the stage and jumping occasionally. These blocks were turned into walls in the final game, but a newly-added opening in the middle of the stage provides some room for evasion.

Stage Data

  • 5 seconds was added to the timer, making it a little easier to eat. Beat.

Enemies

  • The two Zen-chans were replaced by Cerberorins, the Magician transformed into an Ankororin, and the two Drankos were gender-swapped into Drunks. Due to an error in this stage's enemy data field, only the first five enemies are loaded: Look here for a MAME cheat that will fix this glitch.

Stage 032: Barbecue

Prototype

Stage Data

Point Item Spawn104,136

Special Bubbles

Fire Bubble

25.00%

Layout

  • Both sets of 2x3 blocks in the middle of the stage fused together. It's a beautiful thing.

Stage Data

  • The bubble popping speed was reduced from an already low 5 seconds to just 3 seconds. They really wanted the player to use Fire Bubbles.

Stage 034: Knights Chamber / Silk Hat

Prototype

Stage Data

Point Item Spawn072,160
088,168

Enemies (Prototype)

Pulpul

048,084

Enemies (Final Game)

Pulpul

048,092

Special Bubbles

Fire Bubble

—

Layout

  • The hat was moved one block down, and one of the blocks inside of the hat was removed. There were also some minor changes in the air currents near the top of the hat.

Stage Data

  • The point item spawn was moved a bit to the right, away from the left edge of the hat's brim.
  • Standard difficulty changes: Stage and bubble popping timers lowered, monsters sped up.

Enemies

  • All enemies had to be moved down by 8 pixels to match the hat's lower height.

Stage 043: Monster Laboratory

Prototype

Stage Data

Point Item Spawn080,048

Enemies (Prototype)

Pulpul

064,156

Enemies (Final Game)

Pulpul

064,156

Special Bubbles

Fire Bubble

—

Layout

  • Two blocks were added to bridge the gap between the two sets of testing chambers, and the air flow was reversed in the same area. The air currents in all four chambers were changed to accommodate the Wind Bubbles.

Stage Data

  • The music note was originally in the third testing chamber; going for the note would likely either trap and/or kill the player. The final game thankfully moves the note to the long open area on the left.
  • The amount of time to clear the stage more than doubled (This stage is part of Round A in the final game), but the bubble popping timer was lowered to encourage special bubble use.
The special bubbles in this stage were changed from Thunder Bubbles to the new Wind Bubbles, and the chance of them spawning was halved.

Enemies

  • In what will become a clear trend, the final game adds a single Warurin to the mix in the far right part of the stage.

Stage 047: Trap Ceiling / Wine Glass

Prototype

Stage Data

Point Item Spawn096,096
048,176

Enemies (Prototype)

Zen-chan

064,140

Enemies (Final Game)

Drunk

128,076

Special Bubbles

Fire Bubble

—

Layout

  • There are large changes to the air currents in each section of this stage. Notably, in the prototype, the currents try to push bubbles away from the stem of the wine glass, and the path that bubbles have to take to reach the bowl is much longer and stops at the bottom of the glass. At some point, the developers realized that:
  1. It took too long for the bubbles to get into the glass.
  2. Bubbles don't sink, they float.

Stage Data

  • This stage uses placeholder data (See the deleted stages section) so comparisons are a bit pointless.

Enemies

  • The placeholder enemies were replaced by more stage-appropriate foes: Five Drunks and two Mya-tas.

Stage 055: Break the Car / Car Shop

Prototype

Stage Data

Point Item Spawn088,168

Enemies (Prototype)

Zen-chan

168,076

Enemies (Final Game)

Zen-chan

168,076

Special Bubbles

Fire Bubble

25.00%

Layout

  • In the prototype, the air currents are set up so that the Fire Bubbles that spawn get stuck in the top part of the stage. The final game modifies the currents so they'll go further out.

Stage Data

  • Players get ten more seconds with the car in the final game.

Enemies

  • The earthbound Knightron was replaced by a flying RoboJ.

Stage 059: Treasure Box

Prototype

Stage Data

Point Item Spawn072,072

Enemies (Prototype)

Dranko

056,164

Enemies (Final Game)

Dranko

056,156

Special Bubbles

Fire Bubble

—

Layout

  • The left part of the treasure box was extended to the left by one block, a block was taken out of the right side, and the entire chest was raised a block. This makes getting in and out of the treasure box less of a chore.

Stage Data

  • Ten seconds were taken off of the clock, but five seconds were added to the Skel-monsta's clock. Enemies were sped up by three stages.

Enemies

  • The first Dranko was moved up to the chest's new position. The fifth Dranko was originally incorrectly placed above the floor, but the chest's new height actually properly places her on the floor.

Stage 063: Kaleidoscope

Prototype

Stage Data

Point Item Spawn160,104

Special Bubbles

Fire Bubble

—

Layout

  • While it looks like the player can fit through that two-wide gap at the top, the way the game handles the player's movement makes falling in such a gap that's between platforms impossible. To conceal this, the gap was decreased to just one block.

Stage Data

  • Players have 10 less seconds to complete the stage.

Stage 072: Challenge Hitter

Prototype

Stage Data

Point Item Spawn024,104

Enemies (Prototype)

Monsta

032,108

Enemies (Final Game)

Monsta

032,108

Special Bubbles

Fire Bubble

—

Layout

  • The baseball diamond dips down to the floor in the prototype. The final game removes the bottom row of tiles, allowing both players to meet up and maybe give each other a little pep talk.

Stage Data

  • Bubbles last longer and monsters move slower in the final game.

Enemies

  • A Warurin was added to the pitcher's mound. Play ball!

Stage 077: Jungle Tree / Smart Room

Prototype

Stage Data

Point Item Spawn104,120

Enemies (Prototype)

Banebou

112,060

Enemies (Final Game)

Puka Puka

120,068

Special Bubbles

Fire Bubble

—

Layout

  • Two blocks were added to the bottom of the stages. Those are supposed to be eyes, maybe? The air currents at the top of the stage were altered to keep bubbles from being stuck at the top of the stage. With the alterations, they now always move around in a counterclockwise path.

Stage Data

  • The music note was placed directly on the largest branch of the right "tree" in the prototype, but in the final game it's placed 8 pixels lower, inside the branch. See, if it was in the original position, it would land on the upper branch, but at its new position it lands on the lower branch. Good change?
  • The bubble popping timer was halved.

Enemies

  • Since the final stage takes place in KiKi KaiKai world, the four Banebous were replaced by five Puka Pukas.

Stage 085: All Cast / Bubble Bobble

Prototype

Stage Data

Point Item Spawn072,208

Enemies (Prototype)

Zen-chan

056,044

Uni Bo

104,044

Enemies (Final Game)

Kabu-chan

056,044

Mummy

104,044

Special Bubbles

Fire Bubble

6.25%

Layout

  • There's a nasty trap in the prototype: If the player falls into the "U", they'll be trapped until either an enemy or a Skel-monsta kills them. This normally isn't possible since it's a two block-wide gap, but a popped Water Bubble can push the player in there. The final version fixes this by adding a hole at the bottom and making it wider, which ended up moving all of the letters a block to the right except for the "E", which shrunk. Small changes were done to the air currents to improve bubble flow.

Stage Data

  • Ten more second were put on the clock, and the unusually short 1 second Skel-monsta timer was changed to 3 seconds.

Enemies

  • "All Cast" is certainly an appropriate name for the prototype stage: Every single functional enemy that the prototype has makes an appearance here. The final enemy set keeps the Pulpul, Magician, and Knightron (albeit in a different spot), but changes everything else. There are some minute changes in spawn positions related to layout changes.

Stage 086: Castle Warriors

Prototype

Stage Data

Point Item Spawn136,104

Enemies (Prototype)

Knightron

072,084

Enemies (Final Game)

Knightron

072,084

Warurin

160,084

Special Bubbles

Fire Bubble

—

Layout

  • All chambers were extended further to the wall to cover the gaps.

Stage Data

  • Enemies were sped up by two stages.

Enemies

  • Yet again, a Warurin was plopped right in the middle of the stage.

Stage 090: Cavalry Prison / Double River

Prototype

Stage Data

Point Item Spawn160,144

Enemies (Prototype)

Pulpul

064,100

Enemies (Final Game)

Pulpul

036,100

Special Bubbles

Fire Bubble

—

Layout

  • The prototype layout has nine lanes for seven Pulpuls. The final layout reduces this to seven lanes and makes the borders one block shorter. Some of the downward air currents in the upper-left and upper-right corners were changed to left or right-facing currents.

Stage Data

  • The special item and music note spawns were modified due to the previously mentioned layout changes.
  • The player has less time to defeat the now-faster enemies in the final game, but the addition of Thunder Bubbles offset this difficulty increase a bit.

Enemies

  • Spawn locations were changed to match the reduced number of lanes.

Stage 095: Common Chamber / Splash Water

Prototype

Stage Data

Point Item Spawn096,096
064,168

Enemies (Prototype)

Zen-chan

064,168

Enemies (Final Game)

Kasabe

032,052

Special Bubbles

Fire Bubble

—

Layout

  • Four of the air currents in the upper-left corner flipped right side up. That's all.

Stage Data

  • Like Wine Glass, this stage uses placeholder data, so there's no point in comparing them.

Enemies

  • This stage takes place in a KiKi KaiKai world in the final game, so the revised enemy set is an appropriately Japanese set of enemies: Kasabes, Bake Chouchins, and Komsos.

Stage 096: Remember / Entrance Room

Prototype

The prototype layout is close to the original stage 1 of Bubble Bobble, while the final game adds a new set of shorter platforms near the top, extends the platforms on the wall, and shortens the platforms in the middle. The air currents at the top were changed to keep bubbles from moving around as much.

Stage 099: Cutie Dranko / River Gleaming

Prototype

Stage Data

Point Item Spawn064,048

Special Bubbles

Fire Bubble

—

Layout

  • The currents in the upper-left and upper-right corners were changed to upward current, allowing players to loop around to the bottom of the stage more easily.

Stage Data

  • The Drankos' speed was jacked up by four stages. Must be mad at the name change.

Stage 101: Jailer Chamber / Secret Key Room

Prototype

Stage Data

Point Item Spawn064,104
056,128

Enemies (Prototype)

Knightron

032,060

Enemies (Final Game)

Heita-kun

240,084

Special Bubbles

Fire Bubble

10.00%
0%

Layout

  • In the prototype, there are four floors, two sets of ladders, and holes in the floor and ceiling. In the final game, there are five floors -- four of which are no longer level on the left and right sides -- three sets of stairs, and no holes in the floor or ceiling. The air currents were greatly simplified in the final layout.

Stage Data

  • The positions of the point items, special items, and music notes were changed to match the new layout.
  • Enemies were made four stages quicker.
  • The Fire Bubbles that had a small chance of spawning from the holes in the floor obviously had to be removed when the gaps were filled in.

Enemies

  • The six Knightrons were replaced by four soldiers of a different sort.

Stage 107: Sauvage / Water Slider

Prototype

Stage Data

Point Item Spawn088,120

Special Bubbles

Fire Bubble

—

Layout

  • Two-wide gaps between platforms are a no-go, so they were both partially filled in.

Stage Data

  • Less time to complete the stage, but at least foes aren't as fast in the final.

Stage 109: Jailer Chamber / Tightrope Dancing

Prototype

Stage Data

Point Item Spawn136,176
128,200

Enemies (Prototype)

Uni Bo

296,044

Enemies (Final Game)

Uni Bo

296,036

Special Bubbles

Fire Bubble

—

Layout

  • There are a number of design failures in the prototype stage that make it near-impossible to clear:
  1. The air currents that allow for the titular "tightrope dancing" aren't connected well enough, so bubbles will frequently get caught in the down currents.
  2. The ceiling above the tightrope section is too low; players end up getting caught in the ceiling and falling behind whatever bubble they're bouncing on, so they can't actually make it all the way from right to left.
  3. Even if the player had rapid-firing and set up multiple bubbles to bounce on, they'd end up colliding with the Uni Bos in the upper section and die.

The final layout fixes these issues by connecting the air currents better and raising the ceiling that the Uni Bos sit upon. An extra platform was added to the middle-left to give the player a place to rest, and holes were put in the ceiling to give players an opportunity to go back to the lower section and defeat any remaining enemies. Stage Data

  • The point item was originally in the middle of the bottom section, and the special item was placed on top of the platform on the right. They were moved to the left and right posts at the bottom of the stage.
The music note was at first put in the middle of the large air currents going to the left. This meant that the player had to hop back down to the bottom of the stage to get it. The note was later moved to the right end of the uppermost platform.
  • The final game adds 10 seconds to the clock to give the player a better idea of how the stage works, and the double bubble speed lets the player clear the stage faster once they know how.
  • For some reason, the prototype stage has a 25% chance for Rainbow Bubbles to spawn, even though there aren't any gaps in the floor or ceiling.

Enemies

  • The Kon-chan enemy makes its only appearance in the game here, replacing the two Pulpuls. All of the Uni Bos were moved down 8 pixels along with the stage.

Stage 110: Jailer Chamber / Small Labyrinth

Prototype

Stage Data

Point Item Spawn136,192
144,192

Enemies (Prototype)

Invader

048,108

Enemies (Final Game)

Invader

048,108

Special Bubbles

Fire Bubble

—

Layout

  • Two-block wide gaps between platforms?! Get outta here.

Stage Data

  • The point item was moved away from the left edge of the lowest platform. Just a little, but still.
  • The stage and bubble popping timer were both reduced by 5 seconds, and all enemies got a +3 speed increase.
  • Water bubbles are slightly less common in the final version.

Enemies

  • One of the Mightas and all Invaders on the right side of the stage were moved 4 pixels to the left.

Stage 111: Jailer Chamber / Lithograph

Prototype

Stage Data

Point Item Spawn048,128

Enemies (Prototype)

Invader

032,052

Enemies (Final Game)

Invader

056,052

Special Bubbles

Fire Bubble

—

Layout

  • The upper tier of platforms that house the Invaders were originally split down the middle, but in the final game the gap has been eliminated. To allow the player to go back to the lower part of the stage, upward air currents were added to the left and right sides. The middle and lower tiers were reshaped as well, and two small platforms were added to the very bottom of the stage.

Stage Data

  • There are some odd adjustments to the stage data here: The stage and Skel-monsta timers were reduced by 8 and 3 seconds respectively, neither a multiple of 5; the bubble popping timer was reduced to just 2 seconds, so bubbles will turn clear as soon as they start moving; and bubble speed was changed from 16 to 17, which barely effects anything and isn't a multiple of 8 like every other stage's in the game. At least the enemy speed modifier makes sense.

Enemies

  • There are six Invaders in the prototype: Two each spawn in the upper tier of platforms, one spawns on the tier below that, and another spawns on the lowest tier. The fourth Invader's spawn location is actually too far to the right, and it ends up clipping out of the platform and falling into the lowest tier with the other Invader. The final game removes one Invader each from the top tier of platforms, changes the two Invaders on the lower tiers of platforms into Drankos, and fixes the second Dranko's spawn so she doesn't phase through the wall.

Stage 115: Big Bang / Downhill

Prototype

Stage Data

Point Item Spawn112,168

Special Bubbles

Fire Bubble

—

Layout

  • The two long platforms at the bottom of the stage were reduced in size and no longer touch the walls.

Stage Data

  • The music note was moved from the very top of the screen to the middle of the two slopes.

Stage 116: Decorated Cake / Fake Jailer

Prototype

Stage Data

Point Item Spawn104,064

Special Bubbles

Fire Bubble

—

Layout

  • The left and right currents in the bottom-middle of the stage originally had an equal amount of left and right currents; the final game changes twenty of the left-facing current blocks to face right.

Stage Data

  • The speed modifier for enemies was negated.

Data Changes Only#

Only the most significant changes will be noted in this section.

Stage 004: Dragon Slayer

Stage Data

Point Item Spawn048,136

Special Bubbles

Fire Bubble

—

Stage Data

  • The incredibly low 1 second bubble timer was doubled to 2 seconds. Doesn't seem like much, but it lowers the difficulty quite a bit.

Stage 010: Astrodoom / Astrodome

Stage Data

Point Item Spawn160,112
104,048

Enemies (Prototype)

Uni Bo

120,052

Enemies (Final Game)

Rappappa

120,052

Special Bubbles

Fire Bubble

—

Stage Data

  • The point item was originally placed on top of the pyramid in the center and the special item was placed underneath the pyramid; they were moved to the right and left edges of the upper platforms respectively.
The music note, which was originally placed in the left wall of the second higher tier of platforms, was moved to the special item's original position.

Enemies

  • The four Uni Bos were changed to two Rappapas and two Kabu-chans.

Stage 015: Twin Bubble / Infinity

Stage Data

Point Item Spawn096,040

Special Bubbles

Fire Bubble

—

Stage 017: Universal Gravitation

Stage Data

Point Item Spawn104,208

Special Bubbles

Fire Bubble

—

Stage 018: Twig / Small Branch

Stage Data

Point Item Spawn144,208

Special Bubbles

Fire Bubble

—

Stage 021: Wood Stock / Arkanoid

Stage Data

Point Item Spawn136,064

Enemies (Prototype)

Pulpul

096,108

Enemies (Final Game)

Pulpul

072,108

Special Bubbles

Fire Bubble

—

Enemies

  • Two Denkyu-kuns were added after the stage was transplanted from a wooded round to an electronic one.

Stage 022: Mail Drop / Mailbox

Stage Data

Point Item Spawn160,152

Enemies (Prototype)

Magician

000,092

Enemies (Final Game)

Kabu-chan

000,092

Special Bubbles

Fire Bubble

—

Enemies

  • The lone Magician was swapped out with a Kabu-chan.

Stage 023: Wrap in Flag

Stage Data

Point Item Spawn080,176

Special Bubbles

Fire Bubble

—

Stage Data

  • The music note was originally placed in the upper-right corner of the screen. The final game places it in a more appropriate place: inside the flag.

Stage 028: Ridge

Stage Data

Point Item Spawn064,168

Special Bubbles

Fire Bubble

—

Stage 030: Let Us Go / Let's Go

Stage Data

Point Item Spawn088,184

Enemies (Prototype)

Banebou

064,100

Enemies (Final Game)

Komso

064,100

Special Bubbles

Fire Bubble

—

Enemies

  • To match the stage's new slot in a KiKi KaiKai world, the Banebous were changed to Komsos.

Stage 033: Jack in the Box

Stage Data

Point Item Spawn160,056

Enemies (Prototype)

Banebou

064,100

Enemies (Final Game)

Banebou

064,100

Special Bubbles

Fire Bubble

—

Enemies

  • The trend of dropping Warurins in an already-packed stage continues.

Stage 036: Alligator / Alligator's Nest

Stage Data

Point Item Spawn088,136

Enemies (Prototype)

Zen-chan

168,068

Enemies (Final Game)

No-no

168,068

Special Bubbles

Fire Bubble

—

Enemies

  • Two Zen-chan were transformed into No-nos. Those are the snails, by the way.

Stage 040: Building on Fire

Stage Data

Point Item Spawn160,128
136,064

Enemies (Prototype)

Zen-chan

088,092

Enemies (Final Game)

Kabu-chan

088,092

Special Bubbles

Fire Bubble

—

Stage Data

  • In the prototype, the point item is on the third floor of the building and the special item is on the first floor. The final game makes both items much easier to get to by placing them on the roof of the building.
  • Water bubbles spawn less frequently in the final version.

Enemies

  • All of the Zen-chans don helmets in the final game.

Stage 045: Rainy Day / Umbrella House

Stage Data

Point Item Spawn096,144

Enemies (Prototype)

Monsta

056,140

Monsta

232,148

Enemies (Final Game)

Monsta

056,140

Monsta

232,148

Special Bubbles

Fire Bubble

—

Stage Data

  • With Water Bubbles going from 50% to a 25%, this stage isn't as rainy as it once was.

Enemies

  • The two Drankos were changed into Cerberorins.

Stage 051: Traffic Congestion

Stage Data

Point Item Spawn056,080

Enemies (Prototype)

Monsta

032,132

Enemies (Final Game)

Monsta

028,132

Special Bubbles

Fire Bubble

—

Stage Data

  • The final game cranked up the bubble speed even further but made them pop much faster.

Stage 056: Mystery X / Junction

Stage Data

Point Item Spawn032,168
040,048

Enemies (Prototype)

Hidegons

032,052

Mighta

200,092

Enemies (Final Game)

Hidegons

032,052

Mighta

216,092

Special Bubbles

Fire Bubble

—

Stage Data

  • In the prototype, the point and special items are in the rooms directly above the 1P and 2P spawns. The final version moves them up to the open rooms in the upper part of the screen, making both items accessible to both players.

Enemies

  • Warurins go great with any stage, apparently.

Stage 057: Melody / Melody Room

Stage Data

Point Item Spawn072,136

Special Bubbles

Fire Bubble

—

Stage 061: Amazon

Stage Data

Point Item Spawn080,064

Enemies (Prototype)

Dorabo

056,068

Enemies (Final Game)

Dorabo

056,068

Special Bubbles

Fire Bubble

—

Enemies

  • Both Mightas turned into Jiji Poppos.

Stage 062: Dormitory / Narrow Staircase

Stage Data

Point Item Spawn128,104

Special Bubbles

Fire Bubble

—

Stage Data

  • The special item spawn is slightly off-center in the prototype, as is the music note. The note is also slightly above the highest platform in the prototype, so the player has to jump for it, while in the final game it's directly on the platform.

Stage 066: Water Slider / Water Line

Stage Data

Point Item Spawn160,048

Enemies (Prototype)

Mighta

240,052

Enemies (Final Game)

Mighta

240,052

Special Bubbles

Fire Bubble

—

Enemies

  • Further Magician erasure: This time they were converted to Mya-tas.

Stage 067: Castle Wall / Rock Wall

Stage Data

Point Item Spawn072,152

Enemies (Prototype)

Hidegons

072,180

Enemies (Final Game)

Jiji Poppo

072,180

Special Bubbles

Fire Bubble

—

Enemies

  • All of the Hidegons and two of the Magicians were replaced by Jiji Poppos. The other Magician was changed into everyone's favorite, Warurin.

Stage 069: Aurora Curtain / Water Duct

Stage Data

Point Item Spawn104,048

Enemies (Prototype)

Mighta

256,052

Enemies (Final Game)

Flhoop

256,052

Special Bubbles

Fire Bubble

—

Stage Data

  • The big +4 speed boost was eliminated entirely.

Enemies

  • All of the Mightas took off their robes and got real into hula hoops.

Stage 070: Uncle / Uncle Face

Stage Data

Point Item Spawn112,144

Special Bubbles

Fire Bubble

—

Stage Data

  • The music note was lowered slightly to rest directly on the left eyebrow instead of hovering above it. The new position is low enough for the player to hit it from below.

Stage 073: Lunar Rainbow

Stage Data

Point Item Spawn072,136

Special Bubbles

Fire Bubble

—

Stage 075: The Cage of Dorabo / Symmetry Room

Stage Data

Point Item Spawn160,208

Enemies (Prototype)

Dorabo

064,084

Enemies (Final Game)

Dorabo

064,084

Special Bubbles

Fire Bubble

—

Enemies

  • Mightas were replaced by Mya-tas (Don't confuse them), and that Warurin is back again.

Stage 076: Fire Brigades

Stage Data

Point Item Spawn112,200

Special Bubbles

Fire Bubble

12.50%

Stage 080: Forbidden Hall / Taito World

Stage Data

Point Item Spawn072,176

Enemies (Prototype)

Monsta

056,132

Enemies (Final Game)

Monsta

056,132

Special Bubbles

Fire Bubble

—

Enemies

  • Two Denkyu-kuns surround the Dranko's original spawn location.

Stage 084: Aerial Garden

Stage Data

Point Item Spawn160,120

Special Bubbles

Fire Bubble

—

Stage 093: Super Drunk / (Blank)

Stage Data

Point Item Spawn —

Enemies (Prototype)

BubbleSymphonyArcEnemy0D.png

168,100

Enemies (Final Game)

BubbleSymphonyArcEnemy0D.png

160,100

Stage Data

  • In the final game, this is the only boss stage that has a bubble popping timer lower than 15 seconds.

Stage 097: Super Maita / Super Mighta

Stage Data

Point Item Spawn —

Enemies (Prototype)

BubbleSymphonyArcEnemy0F.png

168,068

Enemies (Final Game)

BubbleSymphonyArcEnemy0F.png

120,068

Enemies

  • The Super Mighta was moved away from the center of the stage.

Stage 103: Miss M

Stage Data

Point Item Spawn080,048

Enemies (Prototype)

Magician

168,140

Enemies (Final Game)

Mummy

168,140

Special Bubbles

Fire Bubble

—

Stage Data

  • Bubbles last much longer in the final game.
  • The chance of Water Bubbles spawning changed from 1/2 to 1/4.

Enemies

  • The Magicians were replaced by Mummies after the stage was placed in a desert world.

Stage 104: Apartment of Maita / Noisy Roof

Stage Data

Point Item Spawn048,136

Enemies (Prototype)

Mighta

136,076

Enemies (Final Game)

Mighta

136,076

Special Bubbles

Fire Bubble

—

Enemies

  • One of the stage's tenants was evicted before the final version.

Stage 105: Run Away

Stage Data

Point Item Spawn160,088

Enemies (Prototype)

Invader

032,044

Enemies (Final Game)

Invader

032,044

Special Bubbles

Fire Bubble

—

Enemies

  • There are only two Invaders in the prototype section, which is an unusually low enemy count for Bubble Symphony or even Bubble Bobble. The final game adds two more Invaders and moves the Invaders on the right 4 pixels to the left.

Stage 106: Free Fall

Stage Data

Point Item Spawn104,096

Special Bubbles

Fire Bubble

—

Stage Data

  • The music note is in a difficult place in the prototype: At the top of the long opening on the left. Bubbles pop quickly in this stage, so the player has to do a short jump and blow a bubble close to the wall to even get close to the top of that chamber. The final game removes all difficulty by placing in obtaining this note by placing it in the middle of the stage.

Stage 108: Hammer / Battle Hammer

Stage Data

Point Item Spawn056,056

Enemies (Prototype)

Zen-chan

060,108

Enemies (Final Game)

Mummy

060,100

Special Bubbles

Fire Bubble

—

Enemies

  • Desert = Mummies. Everyone knows that.

Stage 112: Bottle Opener / Unseen Monsters

Stage Data

Point Item Spawn032,112

Enemies (Prototype)

Hidegons

064,052

Enemies (Final Game)

Warurin

064,052

Special Bubbles

Fire Bubble

—

Stage Data

  • The speed modifier was removed.
  • There's a lower chance for Thunder Bubbles to spawn in the final game.

Enemies

  • The final game adds more monster diversity by changing six Hidegons to pairs of Warurins, Puka Pukas, and Ti Ta Mas.

Stage 114: Bubble the Third / Storehouse

Stage Data

Point Item Spawn160,208

Enemies (Prototype)

Uni Bo

072,092

Enemies (Final Game)

Flhoop

072,092

Special Bubbles

Fire Bubble

—

Stage Data

  • The chance of a Thunder Bubble spawning was cut from 1/4 to just 1/12.

Enemies

  • All enemies turned into Flhoops.