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Bubble Bobble Revolution

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A lot of regional differences, not only glitch-related, such as different choice of enemies throughout the entire game, changed behavior (either intentional or not), etc. Also include changes made from US 1.0 to US 1.1 version of the game, if any

A remake of the original Bubble Bobble arcade. The US version in particular is well-known for having a severe bug that makes the game unbeatable.

Build Dates#

Version

ROM Address

Build Date

Europe

0x17B028

Aug 24 2005 19:21:44

Japan

0x17A5E8

Oct 5 2005 13:39:01

US v1.0

0x172AB4

Jul 10 2006 17:15:56

US v1.1

0x19FF94

Oct 12 2006 15:51:46

(Source: Original TCRF research)

Version Differences#

Title Screen#

Japan

International

Glitches#

Despite having a much later build date (see above), the original American release inexplicably features a large number of glitches not present in the Japanese and European versions. These glitches were fixed in an updated version.

Below is a list of all known glitches in the original American release:

  • Round 03 - Some enemies die.
  • Round 05 - No enemies spawn, and you're taken to the next level after a few seconds.
  • Round 06 - Some enemies die.
  • Round 10 - The boss has a broken palette (see below) and uses Round 100's AI.

US v1.0

US v1.1

  • Round 19 - Same as Round 5.
  • Round 20 - The boss uses Round 30's AI, trapping it between the two lower platforms, making it incredibly easy to defeat.
  • Round 21 - All enemies die instantly.
  • Round 23 - Some enemies die instantly.
  • Round 26 - Same as Round 23.
  • Round 27 - Same as Round 23.
  • Round 28 - Same as Round 5.
  • Round 30 - The boss doesn't spawn. Unlike the above instances where no enemies spawn, the game doesn't move you on to the next level, causing a softlock.
  • Round 31 - All enemies die after a few seconds.
  • Round 35 - Some enemies die after a few seconds.
  • Round 40 - The boss uses Round 30's AI.
  • Round 43 - Some enemies die after a few seconds.
  • Round 44 - Some enemies die after a few seconds.
  • Round 46 - All enemies die after a few seconds.
  • Round 49 - All enemies die instantly.
  • Round 50 - The boss uses Round 30's AI, trapping it between two platforms. This time, it also has a broken palette.
  • Round 55 - Some enemies die after a few seconds.
  • Round 56 - Same as Round 5.
  • Round 58 - Some enemies die instantly.
  • Round 59 - All enemies die after a few seconds.
  • Round 60 - The boss uses Round 100's AI.
  • Round 61 - All enemies die after a few seconds.
  • Round 62 - Same as Round 5.
  • Round 63 - All enemies die after a few seconds.
  • Round 65 - Some enemies die after a few seconds.
  • Round 66 - Some enemies die after a few seconds.
  • Round 67 - All enemies die after a few seconds.
  • Round 68 - Some enemies die after a few seconds.
  • Round 70 - The boss uses Round 30's AI and has a broken palette.
  • Round 71 - Same as Round 5.
  • Round 72 - Some enemies die after a few seconds.
  • Round 73 - Same as Round 5.
  • Round 77 - Same as Round 5.
  • Round 78 - Some enemies die after a few seconds.
  • Round 79 - Same as Round 5.
  • Round 80 - Just like Round 30, the boss doesn't spawn, causing a softlock.
  • Round 82 - Some enemies die after a few seconds.
  • Round 84 - Some enemies die after a few seconds.
  • Round 86 - Some enemies die after a few seconds.
  • Round 89 - Enemies are trapped at the bottom of the level, causing a softlock.
  • Round 90 - The boss uses Round 100's AI.
  • Round 91 - Some enemies die after a few seconds.
  • Round 92 - Same as Round 5.
  • Round 93 - Same as Round 5.
  • Round 94 - Some enemies die after a few seconds.
  • Round 95 - Same as Round 5.
  • Round 98 - Same as Round 5.
  • Round 99 - Same as Round 5.
  • Round 100 - The final boss doesn't spawn. This time, however, the game acts as if the player defeated the boss legitimately and continues to the staff roll.

(Source: Original TCRF research)