Let’s Compare ( Puzzle Bobble & Bust A Move )

Video Locations:

1. Arcade / Neo Geo — Puzzle Bobble 0:55
2. Wonder Swan – Puzzle Bobble 2:54
3. Neo Geo Pocket – Puzzle Bobble Mini 4:29
4. Game Gear — Bust A Move 6:03
5. MS Dos – Bust A Move 7:37
6. Gameboy Advance — Super Bust A Move 9:11
7. Super Nintendo — Bust A Move 10:45
8. 3DO – Puzzle Bobble 12:20
9. Nintendo DS — Bust A Move DS 13:54
10. Nintendo 64 — Bust A Move 99 15:54
11. Playstation Bust A Move 99 17:27
12. Playstation Portable — Bust A Move Delux 19:02
13. Playstation 2 Super Bust A Move 20:36 ( Normal Play ) 22:25 ( Classic Play )
14. Game Cube Bust A Move 3000 24:41 ( Normal Play ) 27:08 ( Classic Play )

Description Source:

http://en.wikipedia.org/wiki/Bust-a-Move

Puzzle Bobble (Japanese: パズルボブル Hepburn: Pazuru Boburu?), also known as Bust-a-Move, is a 1994 tile-matching arcade puzzle video game for one or two players created by Taito Corporation. It is based on Taito’s popular 1986 arcade game Bubble Bobble, featuring characters and themes from that game. Its characteristically “cute” Japanese animation and music, along with its play mechanics and level designs, made it successful as an arcade title and spawned several sequels and ports to home gaming systems.

Game Play:

At the start of each round, the rectangular playing arena contains a prearranged pattern of coloured “bubbles”. (These are actually referred to in the translation as “balls”; however, they were clearly intended to be bubbles, since they pop, and are taken from Bubble Bobble.) At the bottom of the screen, the player controls a device called a “pointer”, which aims and fires bubbles up the screen. The colour of bubbles fired is randomly generated and chosen from the colors of bubbles still left on the screen.

The fired bubbles travel in straight lines (possibly bouncing off the side walls of the arena), stopping when they touch other bubbles or reach the top of the arena. If a bubble touches identically-colored bubbles, forming a group of three or more, those bubbles—as well as any bubbles hanging from them—are removed from the field of play, and points are awarded.

After every few shots, the “ceiling” of the playing arena drops downwards slightly, along with all the bubbles stuck to it. The number of shots between each drop of the ceiling is influenced by the number of bubble colors remaining. The closer the bubbles get to the bottom of the screen, the faster the music plays and if they cross the line at the bottom then the game is over.

The objective of the game is to clear all the bubbles from the arena without any bubble crossing the bottom line. Bubbles will fire automatically if the player remains idle. After clearing the arena, the next round begins with a new pattern of bubbles to clear.

If you would like to support Gaming History Source. You can do so by making donations at. http://www.patreon.com/ghs

(Visited 10 times, 1 visits today)

LEAVE YOUR COMMENT

Retrounlim