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Bubble Bobble Part 2

Bubble Bobble Part 2 is a 1993 platform developed by I.T.L. and published by for the (NES). Released in on March 5, 1993, and in in August 1993, it functions as a direct sequel to Taito's 1986 hit Bubble Bobble, retaining the core mechanic of trapping enemies in bubbles while introducing new characters and gameplay refinements. The game's plot centers on and , the dinosaur children of the original protagonists Bub and Bob, who embark on a quest to their human friend Judy after she is kidnapped by the Brothers—a trio of evil skull-headed wizards. These antagonists send Judy and Bub floating away in a , prompting Cub and Rub to traverse four themed worlds comprising 80 stages to confront the foes and restore peace. Gameplay builds on the series' signature bubble-blowing action, where players trap enemies in bubbles and pop them by jumping or colliding to clear levels, but incorporates notable enhancements like a , the ability to float by holding the attack button, and extendable bubble chains for multi-enemy captures. Special power-up bubbles grant abilities such as fire blasts, lightning strikes, or wind gusts, while stages feature environmental hazards like moving platforms, gears, and trash compactors, culminating in boss battles against the Skull Brothers. The title supports single-player mode or turn-based two-player alternation, eschewing the simultaneous co-op of , and includes bonus mini-games for scoring opportunities. A separate, independently developed version titled Bubble Bobble Part 2 (known as Bubble Bobble Junior in ) was released for the Game Boy in 1993 by , featuring a distinct storyline involving Bub seeking a cure for his ailing brother Bob, though it shares similar bubble-based mechanics across its own set of levels.

Overview

Development

Bubble Bobble Part 2 was developed independently for the () by ITL Co., Ltd., a known for its work on various console titles, while the Game Boy version, titled Bubble Bobble Junior in , was handled by in collaboration with OLM, resulting in two distinct adaptations that diverged in structure and mechanics despite sharing roots in the original series. The version drew inspiration from the core bubble-trapping mechanic of the 1986 original but evolved the through additions such as a using collectible hearts and varied bubble power-ups to enhance strategic depth and player endurance. In , the release was simply named 2, emphasizing its direct sequel status. Key personnel included director Takashi Shiokawa, program director Kenichi Hiza, programmers Hiroyuki Kusano, Toru Kuniyoshi, and Kenji Yoshioka, with Kenichi Kamio composing the soundtrack. For the Game Boy port, and adapted the concept to the handheld's capabilities, incorporating a similar but introducing levels and checkpoint progression to suit portable play, while maintaining the series' whimsical evolution from the roots. This version's Japanese title, Junior, reflected its more accessible, junior-oriented design compared to the counterpart.

Release

Part 2 was published by exclusively for the () and home consoles, with no counterpart developed or released. The edition debuted in on March 5, 1993, and arrived in the following August. The Game Boy version followed shortly after, launching in on May 28, 1993, in in July 1993, and in in August 1994. Distribution for the version in was notably restricted, a factor that has since amplified its scarcity in the collector's market. The game saw no official releases beyond and for the platform. Localization efforts maintained English-language titles globally, including in Japan where the Game Boy variant was subtitled Bubble Bobble Junior. Packaging artwork exhibited minor regional variations, such as differing character depictions on box covers—Bub and Bob in international editions versus Chubby and Rubby in Japanese ones—while sharing overall design elements.

Plot

NES version

In the NES version, the protagonists are Cub and Rub (known as Chubby and Rubby in Japan), the young dinosaur children of the original Bubble Bobble heroes Bub and Bob. The story begins with Bub and his human friend Judy in a park when one of the Skull Brothers, a trio of evil skull-headed wizards, captures Judy in a bubble and sends her and Bub floating away. The Skull Brothers' henchmen, including drunken characters, then take Judy to their castle. To rescue her, Cub and Rub embark on a quest through four themed worlds—Toy Land, Water Land, Circus Land, and Machine Land—comprising 80 stages, battling enemies and ultimately confronting the Skull Brothers to save Judy and restore peace.

Game Boy version

The Game Boy version, titled Bubble Bobble Junior in , features a different storyline. Bub's brother Bob has fallen ill, and Bub must venture through various worlds to find the legendary Moon Water, which is said to him. Across the game's levels, Bub collects items and defeats bosses, needing to gather three keys after obtaining a giant in each world for the good ending; fewer keys lead to a bad ending.

Gameplay

NES version

The NES version of Bubble Bobble Part 2 retains core platforming and puzzle elements from its predecessor while introducing refined controls for navigation and combat. Players control Cubby or Rubby using the to move left and right, the A to (which can be held to land safely on bubbles without popping them), and the B to blow bubbles for trapping enemies or to inflate and float for enhanced mobility across platforms. Holding the B charges a Super Bubble attack, releasing a more powerful variant upon letting go, which adds strategic depth to enemy encounters. The health system uses a heart-based meter, starting with three hearts that deplete by one upon contact with enemies or hazards; when all hearts are lost, the player loses a life and restarts the stage, with up to five continues available. Extra hearts, obtained as items, extend the maximum to five, allowing players to withstand more damage before losing a life. Level design consists of 80 fixed-screen stages divided across four themed zones, each culminating in strategic boss encounters that require precise bubble usage and positioning to defeat. Stages incorporate environmental challenges like moving platforms, gears, and trash cans that spawn enemy groups, demanding careful timing and . The two-player mode is turn-based, with Player 1 completing stages until losing a life, at which point Player 2 takes over from the beginning of the current zone, evolving the original 's simultaneous co-op into an alternating format to suit the console's capabilities. New features expand combat options with Super Bubbles, such as the star bubble that releases a piercing stardust arc to damage multiple foes and the wind bubble that summons a to push enemies off-screen. Additional elements include moving platforms for vertical traversal and minigames accessed via or after boss defeats, where players compete against the opponent Barcelon in (hitting a over a net), (scoring by dunking), or gem collection challenges for extra points and items. Items and power-ups emphasize tactical aids over scoring, with clocks that temporarily slow or freeze enemies for safer navigation, alongside hearts for health restoration and bottles that enable specific Super Bubble types like thunder or water floods. This design reduces reliance on the original game's food-based scoring items, shifting focus toward power enhancements like extended-range bubbles or instant-clear chalices that appear less frequently but provide critical advantages in tougher stages.

Game Boy version

The version retains the core mechanic of trapping enemies in and popping them to defeat foes, adapted for the handheld's display and limited processing power. This foundation emphasizes puzzle-like strategy in navigating levels, with serving as both weapons and platforms for reaching higher areas. Controls are streamlined for quick, portable sessions, using the for horizontal movement, the A button to , and the B button to shoot ; holding B charges the shot for increased range and power, culminating in a full charge that encases the character in a protective for floating upward. This floating enables interaction with air currents, which propel the character across larger areas or alter enemy paths, adding a layer of environmental navigation to the platforming. The health system grants three hits per life before a loss, with collectible hearts restoring or extending this capacity, while checkpoints ensure continued progress through the game's structure without full restarts. Stages feature expansive horizontal scrolling that exceeds the screen's view, necessitating pauses to manually scroll and scout for items or threats, which suits the Game Boy's design for intermittent play. After encounters, players must collect three keys to unlock advancement to subsequent worlds, integrating collection-based progression into the level design. Multiplayer operates in strict turn-based alternation, where players swap control after completing a stage, bypassing simultaneous play due to the hardware's single-screen limitations. Visuals and audio are simplified with basic sprites and effects to fit the Game Boy's capabilities, prioritizing mind-sport puzzle elements like timing bubble charges and current usage over complex animations, ideal for short, on-the-go sessions.

Reception and Legacy

Critical reception

Bubble Bobble Part 2 received generally positive reviews upon release, with critics appreciating its evolution of the original game's mechanics while noting its experimental nature and lack of major innovations as a sequel. The NES and Game Boy versions were evaluated separately due to their distinct designs, though both were seen as solid entries suitable for fans of the series. Publications highlighted improvements in graphics and music across platforms, but pointed out frustrations in level design and multiplayer implementation. The NES version was praised for refining core gameplay elements, such as the introduction of a health system using hearts and new bubble types that allowed for floating across screens, adding strategic depth to enemy trapping and navigation. Reviewers noted the game's experimental feel, with moving platforms and gimmicks like trash cans and gears providing variety, though some levels felt less polished than the original Bubble Bobble. Graphics adopted a vibrant pastel style, and the music was described as varied and enjoyable, enhancing the cute aesthetic. However, the turn-based two-player mode was criticized for lacking true cooperation, reverting to competitive elements. One critic called it "an enjoyable single-screen platformer," emphasizing its charm despite modest visuals. Power Unlimited awarded it an 80% score, reflecting its appeal as a late-era NES title. Overall, it was viewed as a worthy but not revolutionary sequel, hampered by its scarcity and high cost for collectors. For the Game Boy version, critics commended its adaptation to handheld play, with larger scrolling stages and a checkpoint system that encouraged strategic planning, often likening it to a for its puzzle-like enemy encounters and key collection mechanics. The health system, allowing three hits before losing a life, and retained floating ability were highlights, promoting careful bubble management. Power Unlimited gave it a 75% score, praising the depth in shorter sessions but critiquing its simplicity in controls and annoyances in extended play, such as sadistic elements like spike corridors, air currents, and backtracking. Level design was a mixed bag, with some stages feeling overly punishing and prone to slowdown. Like the NES port, it was considered a solid sequel without groundbreaking changes, best suited for quick bursts on the go. Other outlets, including Total! (85%) and Mega Fun (76%), echoed this balanced view, noting its fidelity to the series while highlighting platform-specific frustrations.

Commercial performance and availability

The NES version of Bubble Bobble Part 2, released in 1993, experienced limited commercial success due to its late arrival in the console's lifecycle, approximately two years before Nintendo discontinued the system in 1995. Low production volumes and restricted distribution contributed to poor sales, with the game primarily available through video rental stores rather than widespread retail channels. This scarcity has made it one of the rarest licensed cartridges, with loose copies fetching an average of $432 on the based on recent sales data as of November 2025, while complete-in-box versions command around $839 and sealed new copies exceed $3,355. In contrast, the Game Boy port, also launched in 1993, achieved more modest commercial performance as a niche title amid the platform's ongoing popularity but faced competition from emerging 16-bit systems. It remains relatively more accessible today, with loose cartridges averaging $32 and complete sets around $285 on the resale market, reflecting steady but low-volume collector interest. Neither version has seen official re-releases, ports to modern platforms, or inclusion in digital compilations such as services. Current availability is confined to the secondhand collector market or unofficial through files, underscoring its status as an undigitized entry in the Bubble Bobble series legacy.

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