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Parasol Stars

Parasol Stars: The Story of Bubble Bobble III is a developed and published by , originally released on February 15, 1991, for the PC Engine in and later for the in in 1991. It serves as the third installment in the series, acting as a direct sequel to Rainbow Islands: The Story of Bubble Bobble 2 (1987), with protagonists Bub and appearing in human form rather than as bubble dragons. In the game, players control Bub and , who wield magical parasols to stun enemies, deflect projectiles, and unleash special attacks by collecting elemental droplets such as , water, fire, and stars, across horizontally scrolling levels set on eight themed planets. The core gameplay emphasizes action-platforming with puzzle-like elements, where players must clear stages of foes by tossing stunned enemies into each other or environmental hazards, while aiming to collect fruits and items for scoring bonuses; it supports single-player and cooperative two-player modes. Each planet features six main stages culminating in a boss battle, plus two secret bonus levels unlocked through hidden conditions, contributing to the game's structure of 48 primary levels plus extras. The involves Bub and Bob embarking on a mission to save neighboring from invading forces using their parasols, replacing the bubble-blowing mechanics of earlier entries with parasol-based combat that adds tactical depth, such as shielding against attacks or generating parachutes for safe descents. Originally exclusive to home consoles and computers—without an arcade release—Parasol Stars launched on platforms including the , , Amiga, and Atari ST in 1991, with ports varying in quality due to hardware limitations. It received modern re-releases starting in 2024 by ININ Games for , /5, and , followed by the bundle Parasol Superstars in September 2025, preserving the original's vibrant , catchy soundtrack composed by Noriyuki Iwadare, and challenging difficulty while adding quality-of-life features like rewind functionality. Notable mechanics include the "Miracle" system for scoring multipliers and a hidden Rainbow Necklace granting unlimited lives, which enhance replayability for series fans.

Development and production

Development process

Parasol Stars was conceived as a direct sequel to Rainbow Islands, serving as the third installment in the series by shifting focus from rainbow-based mechanics to parasol weaponry, thereby expanding platforming elements while differentiating from the bubble-trapping of the original. The game's design emphasized single-screen action stages to align with the PC Engine's hardware capabilities, allowing for tight, puzzle-like encounters rather than expansive scrolling levels. Development began in 1990 under Corporation, marking the first original entry created exclusively for home consoles rather than arcades, with the PC Engine selected as the lead platform due to its suitability for vibrant, colorful platformers. handled all aspects including programming, design, and publishing for the initial version, led by producer Tomohiro Nishikado, director and programmer Haruo Suzuki, and story designer Tak Uchimura. The team drew inspiration from prior series entries, evolving the narrative where protagonists Bub and Bob—already depicted in human form from Rainbow Islands—receive magical parasols as rewards for their previous adventures, enabling a progression toward restoring across planets. Central design decisions centered on as a versatile multi-tool, functioning as a shield against attacks, a stun weapon for close-range enemies, and a launcher for elemental projectiles like rain droplets, which added tactical depth through combo-based clearing of screens and enemy disposal. This mechanic built on a system involving droplet collection to generate projectiles and bonuses, with concept originating from its role as a magical item in the original . The humanization of Bub and was retained to support a more story-driven experience, portraying them as young heroes parachuting through worlds with their parasols. Technically, the game was optimized for the PC Engine's sound chip, which supported the dynamic audio cues for actions like droplet impacts and enemy defeats, while sprite handling managed overlapping visuals for rain-drop physics and the star collection system essential for level progression. These elements ensured smooth performance on the console's 16-bit architecture, with careful management of the 512-color palette to achieve bold, saturated environments despite hardware limits on simultaneous on-screen . Ports to the and Commodore 64 were planned by but ultimately cancelled due to the challenges of adapting the 16-bit PC Engine original to 8-bit hardware, which struggled with the game's colorful graphics, multi-layered animations, and real-time physics. For the Commodore 64 version, development progressed significantly under a single , Colin Porch, but all was destroyed in a domestic dispute, preventing completion.

Audio and music

The PC Engine version of Parasol Stars features music composed by Noriyuki Iwadare (as Turbo Mira) and Yasuko Yamada, utilizing the system's sound chip to produce chiptune-style tracks that are upbeat and fun, aligning with the game's whimsical planetary adventures. Sound effects are tailored to the core mechanics, including distinctive audio for the parasol's twirling motion, the splashing of rain droplets, and the explosive bursts of stars, enhancing player feedback during gameplay. A notable element is the boss fight theme, a adaptation of the 1989 hit "" by , selected to create a rhythmic, dance-like intensity that echoes the series' tradition of incorporating popular melodies, as seen in Rainbow Islands' use of "Somewhere Over the Rainbow." In the and ST ports, the soundtrack was recomposed by Keith Tinman and Matthew Cannon, employing sampled instruments via the platforms' audio hardware for a fuller, more orchestral sound compared to the original's constraints, resulting in a bubbly and hypnotic atmosphere.

Gameplay and plot

Core mechanics

Parasol Stars is a primarily single-screen with some horizontal scrolling in larger levels, where players control human-form siblings Bubby and Bobby, who navigate arenas filled with platforms and enemies. Basic movement includes left and right walking via the directional pad, along with jumping to reach higher ledges or avoid hazards. serves as both a defensive tool and weapon: holding the action button opens it to block incoming s or stun enemies upon contact, while releasing the button launches the stunned foe forward as a to damage others. Players can also pick up and throw multiple stunned enemies into stars before flinging them, and dropping collected stars deploys them as explosive bombs to clear groups of adversaries. The combat system revolves around non-lethal stunning rather than direct destruction, emphasizing skillful positioning and timing. Enemies turn into when hit by the open parasol, which can then be thrown to chain reactions against tougher foes that require multiple hits. Rain clouds periodically appear, releasing elemental droplets such as , , , or ; absorbing these enhances attacks—for instance, droplets enable flame bursts, creates waves, pierces multiple targets, and produce homing projectiles—allowing players to adapt to enemy behaviors dynamically. Power-ups integrate into the scoring loop to reward aggressive play. Collecting three Mystery Crests of the same type (, water, lightning, or stars) from defeated enemies triggers a "Miracle" effect and unlocks access to a bonus secret room after the , where additional points and items can be earned. The lives starts with three, replenished at 100,000 points and every additional 1,000,000 points, encouraging high-score pursuits through and efficient clears. Cooperative play supports two players simultaneously in local co-op on the same screen, fostering as players can coordinate throws for combo attacks that multiply scores and stun larger groups, though collision between characters can lead to accidental disruptions. As stages progress, difficulty escalates through denser enemy patterns that demand precise deployment for survival. encounters culminate rounds, often requiring specific elemental absorptions and timed launches to exploit weaknesses, testing mastery of the core systems amid faster movements and overwhelming numbers.

Story and levels

In Parasol Stars: The Story of Bubble Bobble III, human-form siblings Bubby and Bobby embark on a quest to save the galaxy after the demon king Chaostikhan steals color from neighboring planets orbiting Rainbow Star and unleashes monsters to invade them. Armed with magical parasols, the brothers travel across these worlds to defeat the invaders, restore vibrancy, and confront Chaostikhan's forces. The narrative unfolds as a direct sequel to Rainbow Islands, maintaining the lighthearted, adventurous tone of the Bubble Bobble series while emphasizing planetary liberation as the core motivation. The game's level structure consists of eight main worlds, each divided into seven rounds: six standard stages followed by a boss encounter that must be cleared to progress and restore peace to that planet. Worlds feature distinct themes, such as the musical instruments of , mechanical factories on , a gambling on , ethereal clouds in , and the final itself, with environmental hazards and enemy types tailored to each setting—for example, fire-based obstacles in volcanic areas or slippery platforms in zones. Boss fights are unique mechanical challenges tied to planetary motifs, like battling a rain-summoning entity that floods arenas or a colossal whale-like creature commanding aerial minions, requiring strategic use of parasol abilities to overcome. Progression advances the story linearly through these worlds, culminating in Chaostikhan's fortress upon completion of the main eight planets, but two secret worlds—unlocked by obtaining three Star Mystery Crests in the eighth world—reveal cameo stages themed around Bubble Bobble and Chack'n Pop, leading to the true final confrontation with Chaostikhan. Endings vary based on completion: partial clears of the main worlds yield a standard resolution, while accessing and finishing the secret stages unlocks the full true ending, restoring complete harmony to the galaxy. Hidden easter eggs, including collectible items like series-referential fruits and backstory-revealing letters, appear throughout stages, encouraging exploration and tying into the broader Bubble Bobble lore without altering core progression.

Publication history

Initial release

Parasol Stars was first released in Japan for the PC Engine on February 15, 1991, published by as the lead platform, preserving the full intended design of the with its vibrant visuals and mechanics tailored to the system's capabilities. The game launched without an arcade version, marking a departure from 's traditional approach for series entries, which had previously debuted in arcades. In , the title arrived on the in October 1991, distributed by in limited quantities and retitled Parasol Stars: The Story of Bubble Bobble III to underscore its connection to the franchise, with only minor localization adjustments such as English text overlays. This release maintained the core experience of the Japanese original, including cooperative multiplayer and the parasol-based combat system. European launches followed in 1992, handled by for the PC Engine, , and ST platforms, where packaging and titles like Parasol Stars: Rainbow Islands II on some versions emphasized its status as a sequel to further appeal to fans of the series. Marketing efforts across regions positioned the game as III, with advertisements showcasing its two-player co-op mode and colorful, fantastical worlds across eight planets, though it faced a for console platformers at the time. The title saw modest overall commercial performance outside due to the specialized hardware and competition, but it resonated strongly with PC Engine owners in its home market.

Ports and re-releases

Following its initial release on the PC Engine in 1991, Parasol Stars received several ports to other platforms during the 1990s, primarily handled by for European markets. The and ST versions, launched in 1992, were the closest adaptations to the original, featuring enhanced audio quality but a darker color palette due to hardware constraints. These ports included an exclusive bonus stage not present in the PC Engine edition and used single-button controls for simplified input. The port, released in in 1992, featured simplified graphics to accommodate the console's limitations, resulting in a slower overall pace and reduced enemy AI behaviors compared to the original. The Game Boy version, also published by in 1992 for , maintained core mechanics but introduced faster gameplay and minor quirks that increased difficulty, such as adjusted . Development on a port for the Commodore 64 was initiated but ultimately cancelled due to technical challenges, particularly the system's limitations that hindered rendering the game's numerous on-screen elements. For the Commodore 64, additional complications arose from the destruction of development materials, rendering the project . In 2008, the PC Engine version was re-released in on the on August 19. In 2024, Parasol Stars was re-released digitally by ININ Games and Ratalaika Games (in collaboration with ) on , , , Xbox Series X/S, , and PC via , launching on July 11. This edition emphasized emulation accuracy to the PC Engine original, incorporating quality-of-life features such as save states, rewind functionality, HD filter options, and a challenge mode. Physical editions were offered through Strictly Limited Games as part of the Parasol Superstars bundle (pairing Parasol Stars with the title Adventure), available for and in limited runs starting in Q1 2026; the includes an art book, original soundtrack CD, and collector's manual. The bundle's initial September 2025 launch was delayed due to development issues.

Cultural impact

Connections to Bubble Bobble series

Parasol Stars is subtitled The Story of Bubble Bobble III, positioning it as the third installment in the Bubble Bobble franchise, though it functions primarily as a side story set between Rainbow Islands (1987) and Bubble Memories: The Story of Bubble Bobble III (1996). In this narrative placement, protagonists Bub and Bob retain their human forms—Bubby and Bobby—from Rainbow Islands, diverging from their original dragon appearances in Bubble Bobble (1986), a characterization that later titles like Bubble Memories effectively retcon by reverting them to dragons without acknowledging the interim human adventures. This side-story status allows Parasol Stars to expand the series' lore while maintaining continuity with the post-Rainbow Islands timeline, where the heroes receive magical parasols as rewards for their previous exploits. The game incorporates numerous shared elements from earlier entries, reinforcing its franchise ties. Recurring fruits, such as apples and strawberries, appear as collectibles that boost scores and trigger bonuses, echoing the fruit-based scoring system central to . Secret stages, unlocked by collecting specific star icons, directly reference through recreated enemy patterns and layouts, as well as nods to Taito's precursor title Chack'n Pop (1983), including bomb-throwing enemies and level designs that homage its puzzle-platforming roots. These hidden worlds serve as nostalgic callbacks, blending the series' heritage with console-exclusive expansions. Thematically, Parasol Stars evolves the core bubble-trapping mechanics of Bubble Bobble into parasol-based combat, where players spin the accessory to stun and hurl enemies, while preserving the cute, colorful aesthetic and simultaneous co-op gameplay that define the series. This shift maintains the focus on clearing screens of whimsical foes in short, replayable levels, but introduces scrolling elements and boss fights inspired by Rainbow Islands' vertical progression. The introduction of Chaostikhan, a monstrous who escapes the Cave of Monsters from and drains color from planets orbiting Rainbow Star, ties into the planet-saving motifs of Rainbow Islands, framing the adventure as a direct continuation of restoring cosmic harmony. As the first original Bubble Bobble entry developed exclusively for home consoles—initially the PC Engine in 1991—Parasol Stars bridges the series' arcade origins to broader console adaptations, influencing subsequent titles like Bubble Symphony (1992) through its emphasis on magical power-ups and retro-referential secret content that encouraged franchise self-homage. This transition expanded the co-op formula to platforms like the NES and Amiga, fostering the series' evolution toward more varied level structures and narrative depth in later console releases.

Reception and legacy

Upon its release, Parasol Stars received strong praise from magazine reviewers for its innovative use of parasols as a versatile combat tool, blending platforming with puzzle-like enemy manipulation. Amiga Power awarded it 88%, highlighting the game's addictive arcade-style depth and co-operative play, though noting it lacked the epic scale of predecessors like Rainbow Islands. The port, however, drew mixed responses due to downgraded visuals, slower pacing, and the omission of an entire world compared to the PC Engine original, making it feel less polished despite retaining core charm. Commercially, the game achieved modest sales upon launch, limited by its console-exclusive origins without an counterpart, but it has since cultivated a dedicated among retro enthusiasts for its whimsical design and tight mechanics. The 2024 re-release on and other platforms by ININ Games boosted its accessibility, with positive sales driven by nostalgic appeal and modern quality-of-life features like rewind and save states, introducing it to new audiences. In retrospective analyses, critics have lauded Parasol Stars for its enduring charm and flexible gameplay, where the parasol enables creative strategies like stunning, throwing, or elemental attacks on enemies. Indie Gamer Chick described it in 2024 as "one of the most flexible combative games ever made," praising its room-based levels that encourage experimentation without excessive punishment, making it shine in both solo and co-op modes. Its lasting appeal persists in retro gaming circles, including communities, where fans celebrate its catchy music and vibrant worlds as a highlight of Taito's series. The game's influence extends to platformers emphasizing tool-based combat, where players adapt a single versatile weapon to diverse challenges, echoing Parasol Stars' emphasis on short-range tactics over power fantasy. Preservation efforts have kept it alive through on modern hardware and fan-driven translations for untranslated versions, ensuring its mechanics remain playable despite aging hardware limitations. Modern critiques of the 2024 ports commend their fidelity to PC Engine experience, with accurate preserving the colorful and responsive controls, though some note the dated difficulty curve—fair but demanding—may challenge newcomers without added tutorials.

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