The Lost Cave website will now embark in the proverbial fantastic story, exploring every level of the game in detail. Please bear in mind that those stats and numbers are the default settings for a level. Not only dip switches will change them, but also the way you play: the better you perform, the harder the game gets – so, please take them with a grain of salt. Still, here they are: the bubbles’ SPEED, the enemies’ SPEED, the time they take to set FREE after being bubbled, the duration time before the HURRY up message appears, the time of hurry up before SKEL appears and the appearance RATE for special bubbles. Also is indicated the console & handheld level(s) which have been the main reference for that round.
Bubble Bobble Lost Cave is hard. Harder than the original Bubble Bobble, actually. This guide will help you a little bit, showing you the starting position of enemies, the places where point item and special items are bound to appear and , what’s more, the invisible air flows which rule the way bubbles float around. You get also every kind of assorted stats. A “making of” description will help you understand the work behind each round. That said, Lost Cave is still hard – remember that it was conceived from the beginning as a 2 player game. Team up, use the Guide, use the Power of Friendship and you’ll succeed!
SOURCE: Game Boy RND 1. The beginning of the fantastic Lost Cave story. This choice was a no-brainer, since the starting streak of levels from the original black & white Game Boy are the perfect introduction to the Lost Cave opus, showing thru’ level design the philosophy of the project. Look at this round: it clearly reminds us of the original arcade RND 1, yet its subtle platform replacements totally change the enemy behavior, making them approach player one with a less “in your face” approach. You’ll see tons of examples of this minimal level design strategy, often used by Taito designers in charge of the home/handheld console conversions of Bubble Bobble.
I chose not to redraw the platform tiles, in order to maintain the nice continuing diagonal stripes of the coin-op RND1 (see how they got broken every 8×8 pixels on GB?). Still, as an hommage to the Game Boy, I opted for a greyish palette.
And like on the Game Boy version, when you kill the last baddie every surviving bubble on the screen transforms into a Game Boy! Check how I redraw it to make it Lost Cave compliant. Also, I should write about all the tricks you can activate in this round via hi-score table, but I’ll do that only at the end of the 100 level guide, eh eh…