The FIFTH day of NES-mas | Bubble Bobble in VR | The 12 Days of NES-mas
💥 Fan of the channel? Help support the series ► https://www.patreon.com/GamingJay1001\n💥 Follow me on Twitter ► https://twitter.com/GamingJay1001\n💥 Check out the website ► http://letsplay1001.com/\n💥 Check out the book ► http://www.amazon.com/1001-Video-Games-Must-Before/dp/0789320908\n\nI'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...
Bubble Bobble
from https://en.wikipedia.org/wiki/Bubble_Bobble
Bubble Bobble[a] is a 1986 platform arcade game developed and published by Taito. It was distributed in the United States by Romstar, and in Europe by Electrocoin. Players control Bub and Bob, two dragons that set out to save their girlfriends from a world known as the Cave of Monsters. In each level, Bub and Bob must defeat each enemy present by trapping them in bubbles and popping, who turn into bonus items when they hit the ground. There are 100 levels total, each becoming progressively more difficult.
Bubble Bobble was designed by Fukio "MTJ" Mitsuji. When he joined Taito in 1986, he felt that Taito's game output was of mediocre quality. In response, he decided to make a game that was fun to play and could rejuvenate the company's presence in the industry. Mitsuji hoped his game would appeal to women, specifically couples that visited arcades. As such, he decided to make Bubble Bobble focus largely on its two player co-operative mode. He made bubbles the core mechanic as he thought they would be a fun element that girls would enjoy.
Bubble Bobble became one of Taito's biggest arcade successes, and is credited with inspiring the creation of many similar screen-clear platform games that followed. It was acclaimed by critics for its character design, memorable soundtrack, gameplay, and multiplayer, and is often listed among the greatest games of all time. Bubble Bobble was followed by a long list of sequels and successors for multiple platforms; one of these, Puzzle Bobble, has become successful in its own right and spawned its own line of sequels.
Bubble Bobble was designed by Fukio Mitsuji, a Japanese game designer at Taito. A fan of arcade games by Namco, specifically Xevious, Mitsuji felt that Taito's output by comparison were lackluster and of poor quality, hoping that he could help push the company to produce higher-quality arcade titles.[6] His first game was the four-screen racer Super Dead Heat in 1985, followed by the shoot'em up Halley's Comet the same year.[6] After work on these two games was completed, Mitsuji set out to make his next project a platform game, featuring cute characters and a more comical setting compared to his previous works.[6][7]
Mitsuji wanted the game to be exhilarating and to appeal towards a female audience.[6] Thinking about what kind of things women like to draw or sketch, Mitsuji created an extensive list of over 100 ideas, and after a process of elimination selected bubbles as the core game mechanic.[6] He liked the idea of the screen being filled with bubbles, and thought that popping them all at once would provide a thrilling sensation to the player.[7][6][8] His initial idea was to have the player control a robot with a spike on its head to pop bubbles — Mitsuji disliked it for not being "cool", instead preferring dinosaurs with ridges along their back.[6] He liked to write down ideas on paper as soon as he thought of them, often flooding his office with stacks of paper filled with potential ideas for game mechanics.[6]
Mitsuji constantly tried to think of new ways to make the game better than it was before, saying to have lost sleep while trying to figure out how he could improve it.[6] He often worked on holidays and late at night to come up with new ideas for the game and to perfect it.[9] Several of the enemies were taken from Chack'n Pop (1983), an older Taito game that is often considered a precursor to Bubble Bobble.[10] Mitsuji intended the game to be played by couples, leading to the creation of the multiple endings, which differ based on player performance.[9][7]