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3.
Rainbow Islands
Bubble Bobble with even
more secrets
Developed by Taito
Designed by Fukio Mitsuji
Reason for inclusion:
The item generation scheme
for this game isn't quite as complex, but it's still possible to make
the items you need with some planning. Then there's the means players
must undergo to obtain jewels, which must be collected in order to get
the true ending. And then there's the super goals obtainable by getting
the jewels in color order, and special permanent powerups for doing
so! And then there's the secret levels! And then there's the secret
ending for not dying! And so forth! Exclamation point!
The game:
While definitely a successor
to the play of the first game, Rainbow Islands discards much
of Bubble Bobble's item generation criteria. Instead, just killing
a lot of enemies without dying will eventually produce the more useful
power-ups. But it has even more secret areas and endings to find. It
is probably the king of the Bubble Bobble play style because
of it.
The basic mechanic of the game
is to create rainbows, this game's analogue for the bubbles in the first
game, and trap enemies beneath them. Then the player can jump on the
rainbow, sending it crashing down and killing all the enemies beneath
it -- sending them flying around in an arc before coming to rest on
a platform. When multiple enemies are killed this way at once, they
produce colored gemstones.
Levels can be finished three
ways. The main way is to just go through and beat the boss, but if even
one level is cleared that way, the player cannot get the best ending.
It's really a trap, for although the enemies are the cause of lives
lost, and spending a long time in a level also kills the player, the
player can't just make progress normally and really win the game. He
has to worry about other things along the way.
To really beat a level, one
gem of each color must be obtained before the boss. Gems are generated
by killing multiple enemies at once, but their colors seem random at
first. Perhaps predictably, there is a trick to getting needed
colors. When an enemy flies around after dying, the X-position of the
place it comes to rest determines the color of gem that will appear
there. The left edge of the screen is red, the next seventh of the screen
over is orange, the next yellow, and so on through the spectrum, ending
with violet at the right edge.
Each level has four stages,
and the gems carry over from stage to stage. So to "super-clear"
the whole level, the players must have gotten one gem from each vertical
stripe of the screen in the stages leading up to the boss. Doing this
causes the boss to reward him with a giant gem upon its death, and finishing
the normal last level with all seven giant gems makes the real
last levels available. (Cleverly, they're all based on other Taito properties
like Arkanoid and Darius). Those levels have mirrors instead
of gems, but they're obtained the same way. Getting all of them allows
the player to win for really, really real... if he can beat the last
boss, that is.
But there's more. If the players
collected the gems in color order, from red to violet, then when the
boss is reached, a special door will appear. Entering it skips the
boss, rewards the player with his hard-earned diamond, and
grants him a permanent power-up that lasts the rest of the game. This
is all on top of the usual find-the-hidden-object gameplay shenanigans.
Design lesson:
Riddles and mysteries abound
in this game. Secrets cannot make a game all by themselves, and
Rainbow Islands' core play mechanic, while good, isn't quite as
strong as Bubble Bobble's. Yet while both are long games even
when played normally, no one who completed either game in the arcade
and seen the Bad End could mistake that there was more left to do.
Links:
Perhaps the most complete resource
on the game is the Rainbow Islands Info Pages.
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