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Bubble Symphony (Arcade)
Bubble Symphony |
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Also known as: Bubble Bobble II (except JP and US) This game has hidden development-related text. This game has a prototype article This game has a notes page |
Eight years later, they're still Bubblin' and Bobblin'.
Contents
Sub-Page
Prototype Info |
Notes |
Unused Stage Data Names and stage settings and such. |
Debug Functions
Crash Handler
When an error occurs, a screen appears along with one of two encouraging messages for the debugger.
DEBUG ME! USE THE FORCE! DEBUG ME! WHERE DOES THE ANSWER LIE?
Stage Select
When booting the game, hold the Service Coin button until the "SERVICE SWITCH ERROR" message pops up on-screen, then press 1P Start (×3), Service Coin, 1P Start. Start the game and select a character, then the menu should appear after the intro sequence. Use 1P Joystick to choose a world and 2P Joystick to choose a stage in that world.
Expanded Input Test
Normal | Full |
---|---|
Entering the Taito Code (1P Start (×3), Service Coin, 1P Start) on the switch test will greatly expand the number of inputs tested. This seems to include every possible input that the F3 system supports.
Debug Flags
There are multiple ROM locations that the game checks to activate various testing features. Put the codes at the start of each section in any of the following MAME XML cheat files to activate these features:
- bublbob2o.xml (Bubble Bobble II Ver 2.5 - World Set)
- bubsymphe.xml (Bubble Symphony Ver 2.5 - World Set)
- bubsymphu.xml (Bubble Symphony Ver 2.5 - USA Set)
- bubsymphj.xml (Bubble Symphony Ver 2.5 - Japan Set)
Game Pause
<cheat desc="Game Pause"> <script state="run"> <action>maincpu.md@000300=00000001</action> </script> <script state="off"> <action>maincpu.md@000300=00000000</action> </script> </cheat>
When activated, pressing 1P Button 3 will toggle a game pause. When paused, pressing 1P Button 3 again will advance the game by one frame, and pressing 2P Button 3 will resume normal play.
Alternate Error Handling
<cheat desc="Alternate Error Handling"> <script state="run"> <action>maincpu.md@000304=00000001</action> </script> <script state="off"> <action>maincpu.md@000304=00000000</action> </script> </cheat>
Has the following effects:
- All exception vectors will immediately reset the game instead of displaying the crash handler.
- The Tilt and Coin Error screens, which are normally set to stay up for 112 frames before the game resets, will instead wait until the game detects that it's an infinite loop - about 7 seconds.
CPU Meter
<cheat desc="CPU Meter"> <script state="run"> <action>maincpu.md@000308=00000001</action> </script> <script state="off"> <action>maincpu.md@000308=00000000</action> </script> </cheat>
Should enable a CPU meter on the left side of the screen. What it actually does is put a yellow line on the screen during boot-up and in the service menu that disappears once the game reaches attract mode.
Also tints the left side of the screen during gameplay... sometimes.
Sprite Viewer
<cheat desc="Sprite Viewer"> <script state="run"> <action>maincpu.md@000320=00000001</action> </script> <script state="off"> <action>maincpu.md@000320=00000000</action> </script> </cheat>
Enables a sprite viewer. There are two problems with this tool:
- The game doesn't stop when it's active. Thankfully, it will still function when the game is paused.
- There doesn't seem to be a place that both displays the debug text at the bottom and loads the correct palettes for the viewer. For the former, pause the game during boot-up. For the latter, pause the game on the "Push 1P / 2P Start" screen.
- Underflowing the sprite number will heavily corrupt VRAM and lag the game horribly until the number goes back above FFFF.
Controls
- 1P Left/Right - Adjusts sprite number by 1.
- 1P Up - Decreases sprite number by 40.
- 1P Down - Increases sprite number by 40.
- 1P Button 1 + 1P Joystick - Repositions the sprite.
- 1P Button 2 + 1P Up/Down - Adjusts palette number.
- 1P Button 2 + 1P Left - Decreases palette number by 7C.
- 1P Button 2 + 1P Right - Increases palette number by 20.
Extended Sound Test
<cheat desc="Extended Sound Test"> <script state="run"> <action>maincpu.md@000324=00000001</action> </script> <script state="off"> <action>maincpu.md@000324=00000000</action> </script> </cheat>
Adds information to the game's sound test that lists the raw data of each sound effect / BGM, and adds a couple more features:
- The "Reset" option resets the game, and the "Code Volume" option lets the player set the relative volume of the current sound or music track.
- When playing BGM, the user can also adjust the volume of each of the track's sound channels.
Disable Auto Reset
<cheat desc="Disable Auto Reset"> <script state="run"> <action>maincpu.md@000340=00000000</action> </script> <script state="off"> <action>maincpu.md@000340=00000001</action> </script> </cheat>
In what seems to be a common feature from Taito games of this era (Prime Time Fighter has the same routine), the game will reset itself at the end of the attract mode loop if it's been left on for at least 6 hours. This flag disables that reset.
Air Current Debug
<cheat desc="Air Current Viewer"> <script state="run"> <action>maincpu.mw@001B98=0001</action> </script> <script state="off"> <action>maincpu.mw@001B98=0000</action> </script> </cheat>
Allows the user to see the air currents in each stage.
Note Clear Flag
<cheat desc="Note Clear Flag"> <script state="run"> <action>maincpu.mw@00AEB4=0001</action> </script> <script state="off"> <action>maincpu.mw@00AEB4=0000</action> </script> </cheat>
When set, the game deletes the players' excess notes at the start of each round. This does not apply to the split paths in Round A.
Demo Control
<cheat desc="Demo Control"> <script state="run"> <action>maincpu.mw@00BA3E=0002</action> </script> <script state="off"> <action>maincpu.mw@00BA3E=0001</action> </script> </cheat>
Setting this word to 0002 allows the user to freely move around during stage demos, including the tutorial.
Demo Test Flag
<cheat desc="Demo Test Flag"> <script state="run"> <action>maincpu.mw@00BA40=0001</action> </script> <script state="off"> <action>maincpu.mw@00BA40=0000</action> </script> </cheat>
This flag overrides the normal demo stage rotation by forcing the game to load Round P-1, the "F-1 Track" stage, for every demo.
Disable Round Name / Note Display
<cheat desc="Disable Round Name"> <script state="run"> <action>maincpu.mw@00EF80=0000</action> </script> <script state="off"> <action>maincpu.mw@00EF80=0001</action> </script> </cheat>
<cheat desc="Disable Note Display"> <script state="run"> <action>maincpu.mw@00EF82=0000</action> </script> <script state="off"> <action>maincpu.mw@00EF82=0001</action> </script> </cheat>
As stated, these flags will blank out the stage name and note display seen at the start of each stage.
Unused Items
Items are grouped by the same categories that the game uses internally.
Point Items
ID | 009B | 004A | 009D | 009F | 00A1 | 004B | 00A2 | 004C | 00A3 |
---|---|---|---|---|---|---|---|---|---|
Item | |||||||||
Value | 7,000 | 8,000 | 8,000 | 8,000 | 8,000 | 9,000 | 9,000 | 10,000 | 9,000 |
To determine which point item to spawn at the start of each stage, the game subtracts the amount of time (in frames) the player spent on the previous stage from 1,800, then divides that value by 60. This results in a range from 0-30. Unfortunately, there are 40 entries in the point item table, so the nine most valuable point items end up being impossible to earn. The original Bubble Bobble expanded the number of point items that players could get if they were in a 2P game, but this game doesn't have this feature.
Note that Gold Crown I is not actually unused: the Holy Grail transforms enemies into item 4C. However, since the item category is unchanged, they're counted as point items instead of monster drops and they go 4 pixels below the floor they spawn on. Gold Crown II also seems to be using the wrong point value.
To replace the Sapphire Necklace (the item that appears on Round A-1 on a fresh boot) with one of the unused items, put the following code in the appropriate MAME XML cheat file:
<cheat desc="Change Point Item"> <parameter> <item value="0x009B">Spaghetti</item> <item value="0x004A">Ruby Necklace</item> <item value="0x009D">Hot Dog</item> <item value="0x009F">Bronze Crown I</item> <item value="0x00A1">Bronze Crown II</item> <item value="0x004B">Silver Crown I</item> <item value="0x00A2">Silver Crown II</item> <item value="0x004C">Gold Crown I</item> <item value="0x00A3">Gold Crown II</item> </parameter> <script state="run"> <action>maincpu.pw@40ECA8=param</action> </script> </cheat>
Monster Drops
There's a single unused monster drop: a Lemon worth 6,000 points. It was likely replaced by the Pink Diamond, also worth 6,000 points, to keep the game consistent with the original Bubble Bobble.
To change the Banana monster drops to the Lemon, place the following code in the appropriate MAME cheat file:
<cheat desc="Change Monster Drop"> <script state="run"> <action>maincpu.mw@0AB5B4=0x0020</action> </script> <script state="off"> <action>maincpu.mw@0AB5B4=0x0027</action> </script> </cheat>
End-of-Stage Drops
0014 | 001A | 0032 | 0034 | 0038 | 0047 | 007D | 0087 | 0089 | 008C | 0092 | 0094 | 0099 | 009C | 009E | 00A0 | 00A9 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
There are 17 unused end-of-stage drops (the items that replace bubbles once a stage has been cleared under certain conditions). Of these, all but the last four shares a sprite with a used item. All items are worth 700 points.
To change the end-of-stage drop in Round A-1 with one of the unused drops, add the following cheat to the cheat file:
<cheat desc="Change Round A-1 Drop"> <parameter> <item value="0x0014">Mushroom</item> <item value="0x001A">Chestnut</item> <item value="0x0032">Strawberry Shaved Ice</item> <item value="0x0034">Lemon Shaved Ice</item> <item value="0x0038">Ujikintoki</item> <item value="0x0047">Spear Shellfish</item> <item value="0x007D">Orange Flower</item> <item value="0x0087">Mochi</item> <item value="0x0089">Coffee</item> <item value="0x008C">Tuna Sushi</item> <item value="0x0092">Amethyst</item> <item value="0x0094">Butterfly</item> <item value="0x0099">Amethyst Necklace</item> <item value="0x009C">Spaghetti</item> <item value="0x009E">Hot Dog</item> <item value="0x00A0">Copper Crown I</item> <item value="0x00A9">Tomato</item> </parameter> <script state="run"> <action>maincpu.mw@0AF59E=param</action> </script> <script state="off"> <action>maincpu.mw@0AF59E=0x00A4</action> </script> </cheat>
Chest Drops
One of the chest's small item drops is unused due to an off-by-one error: The table that contains all of the small item drops has 16 entries, but the code that reads that table only generates 15 items. The Melon Shaved Ice, worth 850 points, is the one that goes unused.
To fix this discrepancy, use the following cheat:
<cheat desc="Fix Chest Drops"> <script state="run"> <action>maincpu.mw@0ACB88=0x0010</action> </script> <script state="off"> <action>maincpu.mw@0ACB88=0x000F</action> </script> </cheat>
ID | 0061 | 0062 | 0063 | 0064 | 0065 | 0066 |
---|---|---|---|---|---|---|
Item | ||||||
Value | 10,000 | 10,000 | 20,000 | 20,000 | 30,000 | 30,000 |
The other six items are copies of the big point items that come from the six colored Magic Canes. The only differences between the cane-generated items and these copies are their IDs and their item class.
To replace the Big Purple Diamond at the end of Round A with one of these unused items, place this code in the cheat file and then pick the item:
<cheat desc="Change Round A Chest Drop"> <parameter> <item value="0x0061">Big Soda Popsicle</item> <item value="0x0062">Big Chocolate Popsicle</item> <item value="0x0063">Big Orange</item> <item value="0x0064">Big Watermelon</item> <item value="0x0065">Big Eclair</item> <item value="0x0066">Big Shortcake</item> </parameter> <script state="run"> <action>maincpu.mw@0ACDF4=param</action> <action>maincpu.mw@0ACDF6=param</action> <action>maincpu.mw@0ACDF8=param</action> </script> <script state="off"> <action>maincpu.mw@0ACDF4=0x006B</action> <action>maincpu.mw@0ACDF6=0x006B</action> <action>maincpu.mw@0ACDF8=0x006B</action> </script> </cheat>
Special Items
Of the 15 unused special items in the game, four work as expected, four are bugged, and seven have no effect at all.
To force one of these special items to spawn, put this code in the usual place:
<cheat desc="Select Special Item"> <parameter> <item value="0x00CC">Yellow Shoes</item> <item value="0x00CD">Purple Shoes</item> <item value="0x00E4">Red Chest</item> <item value="0x00E5">Pink Chest</item> <item value="0x00F3">Parasol</item> <item value="0x0111">Red Beamed Note</item> <item value="0x0112">Blue Beamed Note</item> <item value="0x0113">Green Beamed Note</item> <item value="0x0114">Yellow Beamed Note</item> <item value="0x012A">Green Boots</item> <item value="0x012B">Red Boots</item> <item value="0x012C">Gray Boots</item> <item value="0x012D">Blue Boots</item> <item value="0x012E">Yellow Boots</item> <item value="0x0130">Crayon</item> </parameter> <script state="run"> <action>maincpu.pw@40EA50=param</action> </script> </cheat>
High Score Names
There are eleven different names that the game checks on the high score entry screen. Non-Japanese sets have a three-character limit for names, so only the first two of these names can be put in.
Name | Filter | Comments |
---|---|---|
SEX | H ! | The standard Taito name filter. Accept no substitutes! |
KKK | ??? | Taito started to filter this name in the mid-90s. |
FUCK | XXXX | This one should be obvious. |
________ | ??? | The user isn't allowed to enter a blank name in the table. |
HARUMI K | "HARUMI K" is Harumi Kasuga (春日 はるみ), a programmer whose credits include Prime Time Fighter. "MAIL" is their usual handle. | |
MELTYCAT | BIN | Meltycat is Takafumi Kaneko (金子 尚史), a programmer who also worked on Prime Time Fighter. "BIN" is another pseudonym. |
SUPER | SJBLRJSR | These are the codes from the original Bubble Bobble. The only one that still works is BJBJBJRS, which enables classic Bubble Bobble mode. |
POWERUP | LJLSLBLS | |
ORIGINAL | BJBJBJRS | |
BUNNY | LUCKY | See below. |
GIRL | LOVELY |
Entering "BUNNY" or "GIRL" plays a ringing bell sound effect and unlocks a special item at the start of the next game. Both items look like top hats (), but have different effects:
- The "BUNNY" top hat acts like a treasure chest/magic cane item: At the end of the stage, all bubbles will transform into small bunny girls worth 700 points, and a Big Bunny Girl worth 100,000 points will fall from the top of the screen.
- The "GIRL" top hat will spawn a Bunny Girl assist character. Enemies struck by her big top hat will transform into Grapes worth 4,000 points.
There's a special case for names made up of a single character ("AAAAAAAA", "11111111", etc.). The game randomly picks one of the 64(!) different names in the following table to replace it:
Name | Game | Name | Game | Name | Game | Name | Game |
---|---|---|---|---|---|---|---|
AIRINFERN | Air Inferno | EXZESUS | Exzisus | MEGABLAS | Megablast | RIDINGFI | Riding Fight |
AQUAJACK | Aqua Jack | FAIRYLAN | The Fairyland Story | METALBLA | Metal Black | RUNARK | Runark (Growl) |
ARKANOID | Arkanoid | FINALBRO | Final Blow | MIDNIGHT | Midnight Landing | SCI | S.C.I.: Special Criminal Investigation |
BENBEROB | Ben Bero Beh | FLIPPUL | Flipull (Plotting) |
MIZUBAKU | Mizubaku Daibouken (Liquid Kids) |
SCRAMBLE | Scramble Formation (Tokio) |
BUBBLEBO | Bubble Bobble | FRONTLIN | Front Line | MS ISSAC | Metal Soldier Isaac II | SPACEGUN | Space Gun |
CADASH | Cadash | GALACTIC | Galactic Storm | NIGHTSTR | Night Striker | SYVERION | Syvalion |
CAMELTRY | Cameltry | GRIDSEEK | Grid Seeker | NINJAWAR | The Ninja Warriors | TIMEGAL | Time Gal |
CHACKNPO | Chack'n Pop | GUNBUSTE | Gunbuster | OP WOLF | Operation Wolf | THENEWZE | The NewZealand Story |
CHAMPION | Champion Wrestler | GUNFRONT | Gun (&) Frontier | OUTERZON | Outer Zone | THUNDERF | Thunder Fox |
CHASE HQ | Chase H.Q. | GYRODYNE | Gyrodine | POWERWHE | Power Wheels (Double Axle) |
TOPLANDI | Top Landing |
CRIMECIT | Crime City | HALLEYSC | Halley's Comet | PULIRULA | PuLiRuLa | TOPRANKI | Top Ranking Stars (Prime Time Fighter) |
DARIUS | Darius | INVADER | Space Invaders | PUZZNIC | Puzznic | UNDERFIR | Under Fire |
DINOREX | Dino Rex | KAIZERKN | Kaiser Knuckle (Global Champion) |
QIX | Qix | VIOLENCE | Violence Fight |
DONDOKOD | Don Doko Don | KIKIKAIK | KiKi KaiKai | RAIMAIZ | Raimais | VOLFIED | Volfied |
ELEVATOR | Elevator Action | LIGHTBRI | Lightbringer (Dungeon Magic) |
RAINBOWI | Rainbow Islands | WARRIORB | Warrior Blade |
EXTARMIN | Extermination | MASTEROF | Master of Weapon | RASTANSA | Rastan Saga (Rastan) |
WYVERNFO | Wyvern F-0 |
Unused Graphics
A large sepia-toned map and banner that would presumably track the player's progress from world to world. The map is far too tall to fit on-screen, so the game would have to pan down once the player made enough progress.
Put this code in the appropriate MAME cheat file to replace the starry background at the start of the game with the world map:
<cheat desc="World Map Screen"> <script state="run"> <action>maincpu.mw@09D700=0xB0F0</action> </script> <script state="off"> <action>maincpu.mw@09D700=0xB5E2</action> </script> </cheat>
Early signs for world doors, the first two of which were used in the prototype. They translate to "over there", "over here", "secret", and "mystery" respectively.
Unused level icons, probably from a scrapped stage. These books are in the same style as the ones found in the prologue.
Sprite IDs: 0F5E-0F5F (Icons), 0F60 (Text)
A level icon for the area where the left door of the starting stage leads. Since there's no door that leads to that part of the first stage, there's no use for this icon.
Speaking of fairies, here's one now. These sprite sprites were originally used in Dungeon Magic and might have been meant to be used as an assist character. Similar fairies appeared in Rainbow Islands, which orbited the player and killed any enemies they touched.
The multipliers from the first game are back, and they're still not used!
Sprite IDs: 059E-05AC (Orange flower), 05E3-05EB (White flower), 05EC-05F4 (Coin), 05F5-05FD (Rainbow), 05FE-0606 (Music note)
Alternate Holy Water items that match the ones from the original Bubble Bobble except for the coin, which replaces the clover. The first full frame of that coin is used for a special item that gives an extra life. The orange flower has 15 frames of animation, while everything else has only 7 frames.
These two sprites were definitely meant to be used by the cut parasol item. Could have acted like a shield of some sort.
Sprite IDs: 062C-062F
Empty silver versions of the game's multicolored keys. These could be early versions of those keys, but since the final designs directly follow these sprites, that's probably not the case.
Five marbles from Cameltry: Black Steel, Misty Bry, Kakuren-Bon, Space Invader, and Operation Wolf. Besides the Operation Wolf marble, which shares a palette with the Dr. Cameltry marble that appears in the game's credits, none of the other marbles have proper palettes; the colors seen above are taken directly from Cameltry.
The six marbles were likely meant to be used as support characters like Chack'n, Ptolemy, and Tiki, but the game contains no code related to these sprites.
A locked safe. This is grouped with the graphics for other end-of-round exclusive item drops like the Donut and Ramen, but there's nothing that uses this graphic in the game's item table.
It's a blue shoe. This was used in the prototype in place of the geta that the final game uses.
Sprite ID: 11C6
A strange sprite of two Skel-Monstas carrying the four unused types of music notes in bubbles. Similar sprites are used in the game to show the Skel-Monstas absconding with the game's four keys, but those have two frames of animation each and have much lower IDs than this sprite.
An odd, unused shadowy enemy. Seems it would spin around, fall, and do... uh, something. It has a panicked version of the spinning animation, possibly the "stunned" state of this enemy. There are also animations for being trapped inside a bubble and getting popped.
In-game | Full |
---|---|
Sprite IDs: 0EB0-0ED4
The Bunny Girl assist character has six walking frames, but only three are used in-game.
In-game | Full |
---|---|
Some of the frames meant for the walking sequence are instead used when jumping and falling, leaving the actual jumping and falling sprites unused.
There are also graphics for the Bunny Girl blinking that are never referenced in the code.
Animations for sitting, freaking out, and being trapped in a bubble! Seems she was originally conceived as an enemy instead of an assist character.
Sprite IDs: 0E65-0E7C, 0EA5-0EA8
An unused boss! This is a giant version of the Dranko enemy, it was meant to be the boss of one of the five pre-final stages (O, N, M, L, K), just as giant versions of the Mighta and Monsta enemies appear as bosses there. But instead, those two bosses are used 3 and 2 times respectively.
The pointing animations would be used for attacks. And along with the standard death animation, a range of different emotions are available for this boss, with the last frame being unfinished and missing the complicated shading found on the rest of the frames.
However, an altered version of one of the Super Dranko sprites did make it into the game: it's used in the background of the fifth Treasure Room that can be visited during a playthrough.
Two different bottles that would have been thrown by Super Dranko.
Sprite IDs: 0E7D-0E88 (Fireballs), 0E91-0E95 (Star)
Small and large fireballs, as well as a big star. This is basically a giant version of the Dranko enemy's attack.
Sprite IDs: 0E89-0E90, 0FCF-0FD6
These lightning bolt graphics, however, aren't similar to any attack by the Dranko enemies. This might have been spawned by the silver bottle.
Unused Music
Sound A5 is a short, upbeat jingle, and is named "Map Display" on the OST. It's a safe bet that this would have played on the scrapped World Map screen.
Developer Text
To do: What do the internal names correspond to? |
An incomplete set of internal sound names can be found, fragmented, on various ROM chips.
JACK*WARAI-1 UNNAMEDLAYER JACK*WARAI-2 JACK*TAMA JACK*OKORI JACK*DEAD SLEIGHBELL TILE*HAGARE AWA*WARI NAGERU PROPERA EXP*MINI PARTS*TOBASI S*DRANK-WARA WIND*AWA BANE WARNING 1UP COUNT WARI*NORM IWA*KUDAKE SUIBOTU LADIES AND GENTLEMAN THIS IS TITLE*1 DRUM*ROLL BUUU AWA*1 SP*AWA EXTEND*AWA ITEM DOOR*IN SIBIRE MOERU AWA*MATOME P*DEAD FIRE NAGARE EXP ZISIN STAR BALL*1 BALL*2 LARGE*RACKA CDOOR*OPEN DRIUS*WAR DRIUS*DETA DRIUS*TAMA MANUKE OKORI EXTEND GATTAI INV*1 INV*2 INV*3 INV*4 DRANKO COUNT SIBIRE*2 SUZU CAKE BEEM ITEM*2 COMIC*RACKA COMIC*CHAKU ATAMA*HAZUMU MAHO IWA*1 KASA THUNDER FOOD KO*MONSTA CURSOL AWA*JUMP JUMP TITLE*2 ICE COMICAL*TMP HAKUSHU BOSS*TOBU TAMA BOSS*HIT COIN INV**HIT EXTRA*WARI BIN BIN*2 G+ROCK PIANO SLOW BOSS*HIT-2 IWA*BIG CATLE LASER UFO*HIT UFO*HIKO DARIUS*SHOT CELLO VIOLIN SNARE PAR
Regional Differences
Title Screen
Japan/US | World |
---|---|
Some World sets use the alternate title of Bubble Bobble II. This is set by the long at address 0x0033C: If the region flag is set to 03 (World), setting that address to a non-zero value will change the game title to Bubble Bobble II.
High Score Names
JP | INT |
---|---|
KEPPEL | KPL |
HARUMI K | KSK |
KUZUKAWA | MEL |
MARIRIN | FUK |
NATSUKO | SAK |
FUMIN | PAI |
High score names can be up to eight characters long in Japanese sets, and only three characters long in other sets, necessitating two different sets of default high score names.
- Pages missing developer references
- Games developed by Taito
- Pages missing publisher references
- Games published by Taito
- Arcade games
- Games released in 1994
- Games released in October
- Games with hidden development-related text
- Games with unused graphics
- Games with unused items
- Games with unused music
- Games with unused text
- Games with debugging functions
- Games with hidden level selects
- Games with regional differences
- To do
- Bubble Bobble series
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Cleanup > Pages missing publisher references
Cleanup > To do
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Games > Games by content > Games with hidden level selects
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