1987 · Firebird

Bubble Bobble

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Stephen Ruddy's conversion draws every bubble into the character set on the fly, keeps a hundred rounds in under seven kilobytes of bitmaps, and hides part of them underneath the video chip.

01 · The game

A hundred rounds of bubbles, on a machine with eight sprites

Taito's 1986 arcade game, converted for the Commodore 64 by Software Creations and published by Firebird in 1987.

The title page names its makers: WRITTEN BY STEPHEN RUDDY, GRAPHICS BY ANDREW THRELFALL, COMMODORE CONVERSION BY SOFTWARE CREATIONS, PRODUCED BY FIREBIRD, LICENSED BY FIREBIRD FROM TAITO ELECTRONICS ($462D). Zzap!64 gave the conversion 97 % and a Gold Medal. The copy taken apart here is Remember's crack of the disk version, with every trainer option left off; the cracker's three stubs are marked in the listing, and the Source code tab says what they change.

The arcade game has bubbles by the dozen, and the C64 has eight sprites. This conversion keeps the sprites for the two dragons and six enemies, and draws every bubble, shot and item into the character set instead, into fresh glyphs every pass of its main loop, double-buffered. The hundred rounds are bitmaps, 46 or 92 bytes each, packed into under seven kilobytes, the last four of which sit underneath the video chip and are read with the chips switched out. The players and the enemies move inside the raster interrupt, on every other frame, while the main loop pushes the bubbles round three frames at a time.

02 · The tabs

Explore how Bubble Bobble works

Each tab takes one part of the game apart, from the game's own code.