Bubble Bobble FAQ Version 2.2 (19/05/2005)

Welcome to my update of the Bubble Bobble FAQ. Since Bubble Bobble has now been emulated thru the efforts of MAME a lot more information about the game has come to light, especially from the author of the MAME driver Chris Moore. He was able to delve deep into Bubble Bobble ROMS and extract all sort of wonderful information about my favourite game, stuff we all thought was random, but now we know better. Contact me guruchoc@arcadeheaven.com if you ever have anything to add. If that address is no longer valid, you can always do a search for "Bubble Bobble Home Page" on any search engine and you should be able to locate me. This FAQ is based on the ARCADE version of the game only.

What is Bubble Bobble?

Bubble Bobble was an arcade game released by Taito in 1986. You have to guide the two hero's Bub and Bob through 100 levels of adventure to rescue their girlfriends. It was one of the first two player co-operation games (although all co-operation goes out the window when a 50,000 pt diamond goes down the middle of the screen and you race to see who can get the points first ). It was one of the first games to have joystick combinations that allow you to power-up your original characters. It has spawned a couple of sequels, Rainbow Islands ( a much better, but harder to find game ), Parasol Stars and in the last few years Bubble Symphony and Bubble Symphony. There is also the Puzzle Bobble (Bust-A-Move) series of games that unite Bub and Bob together in a completely different, but as playable games.

Bubble Bobble Gameplay

One of the great things about this game was all of the different hidden things that were discovered by playing the game. Basically you have to clear each room of all the enemies to let you advance to the next room. You did this by trapping the enemy inside your bubbles and then bursting the bubbles. Along the way you could pick up powerups and extra weapons that were only available for that room, some stayed with you until you died. As a rule only one food bonus and one weapon bonus per room.

The basic power-ups are as follows

Other special powerups are

How to make the letters appear

Secrets and hidden stuff

These codes must be entered on the title screen showing Bubble Bobble written inside a cloud.

LEFT JUMP LEFT 1P LEFT BUBBLE LEFT 1P- it will say power up at the bottom of the screen and you will have fast feet,fast bubbles, etc

BUBBLE JUMP BUBBLE JUMP BUBBLE JUMP RIGHT 1P-the screen will say original game mode and you will get the bonus doors whether you die or not.

1P JUMP BUBBLE LEFT RIGHT JUMP 1P RIGHT-this give you super on the title screen. You play the game with the monsters from the first 50 screens in the last 50 and visa-versa.

High score table tricks

One of the first games to feature bonuses when you entered the right initials in the high score table. Just finish a game and enter the initials below, the effects are described next to the initials. They mainly effect the second bonus object that appears on the first set. The best way to reap the rewards is to bubble the 3 monsters and wait for the second bonus to appear, get the bonus and then blow as many bubbles as possible so you get the maximum points available. You might want to blow bubbles and burst them while you wait or run along the bottom of the screen to make certain bonuses appear on the next level, read further down to see what I mean.
SEX  pitch fork-flying cakes/beer/etc across the screen, turn enemies into 6k diamonds
TAK  octopus-turns bubbles into X's at end of level
STR  flamingo-turns bubbles into smiling turds at end of level
KTT  beer-turns bubbles into pizzas at end of level, what a perfect match !!!
...  knife-flying cakes/beer/etc across the screen, turn enemies into 6k diamonds
I.F
MTJ  coke can-flying cakes/beer/etc across the screen, turn enemies into 6k diamonds
NSO
KIM
YSH

Other tricks and tips

This is one of the coolest cheats in Bubble Bobble. You get this if you lose your last dino in a treasure room. Normally, you only get treasure rooms if you have reached levels 20, 30 and 40 without dying, and you exit a treasure room if you die once, so the only way to do this is if you are using the "original game" cheat that gives you treasure rooms anyway. When you lose your last dino in a treasure room, your level is recorded as 102, and then all the demo screens turn to treasure rooms and the next game you play you get a treasure room on level 1! Also, the fruit bonus is *not* random. If the hundreds and tens digits are the same when you kill the last enemy, all bubbles on the screen turn into fruit (the higher the level the higher fruit value). A nice trick here: Have one player ready to pop the last enemies, and have the other player shoot bubbles into a wall until the digits match... THEN have the first player kill them. You see, the game doesn't care WHOSE digits match - could be either. Bonus fruit on every round! When time runs out, and the skels come out to get you, if you die, when you're brought back to life, and STILL FLASHING (vital!), run over and touch your friend's skel.POOF! No more skel.

True ending to this game.

All you need to do is enter the Super Bubble Bobble cheat at the intro screen and finish the game with out losing a man (easier typed then done) when you finish the game you will see your parents rescued as well as your girlfriends. That's all there is too it.

Bubble Bobble or Bobble Bobble

Bubble Bobble is the original version of the game and Bobble Bobble is the pirate copy, if you look at the cloud in the background you can see the bad job they did of hacking the graphics. There is also some variation in game play. On my board you can choose a Japanese version of the game that comes up with a copyright notice at the beginning or an English version of the game. There is no difference in the gameplay. On the original board you can switch between BB and Super BB. I have played a version where you could pick original on the board and on level 6 , and subsequent levels, the guys in the white robes will roll rocks at you. There seems to be many variations of this game. Latest information suggest that there are at least 4 different rom sets for this game, eventually MAME will hopefully support them all.

Other platforms

Bubble Bobble is available on the Apple II, IBM, Atari ST, C64/128, Amiga, Gameboy, Game Gear, Playstation, Saturn, MSX and NES. Rainbow Islands is available on C64/128, Playstation, Saturn, Sinclair Spectrum, Amstrad CPC, Sega Master System, Atari ST, NES and Amiga. Parasol Stars is available on C64/128, Turbo Grafx16/Turbo Express, NES, Atari ST, Gameboy and Amiga. If you wish to play the actuall arcade game on your PC/MAC/Linux etc go get a copy of mame and enjoy it, MAME is actually the arcade game running on your machine, don't waste your time with the pathetic conversions that are out there, unless you just want them for having thems sake.

Pinouts

SOLDER SIDE				PARTS SIDE

GND			01		GND
VIDEO RED		02		VIDEO GND
VIDEO GREEN		03		VIDEO BLUE
VIDEO SYNC		04		-5V
SOUND +			05		SOUND -
POST			06		POST
+12V			07		+12V
COIN SWITCH A		08		COIN SWITCH B
COIN METER A		09		COIN METER B
COIN LOCKOUT A		10		COIN LOCKOUT B
SERVICE SWITCH		11		TITLE SWITCH
START PLAYER 1		12		START PLAYER 2
SPARE			13		SPARE
SPARE			14		SPARE
1P RIGHT		15		2P RIGHT
1P LEFT			16		2P LEFT
GND			17		GND
GND			18		GND
+ 5V			19		+ 5V
+ 5V			20		+ 5V
1P BUBBLE		21		2P BUBBLE
1P JUMP			22		2P JUMP

Dip Switches

SWITCH A
                        1     2     3     4     5     6     7     8
GAME TYPE
 BUBBLE BOBBLE          OFF
 SUPER BUBBLE BOBBLE    ON
SCREEN
 NORMAL                       OFF
 REVERSE                      ON
MODE
 PLAY                               OFF
 TEST                               ON
ATTRACT SOUND
 YES                                      OFF
 NO                                       ON
COIN A
 1 COIN 1 PLAY                                  OFF   OFF
 1 COIN 2 PLAY                                  ON    OFF
 2 COIN 1 PLAY                                  OFF   ON
 2 COIN 3 PLAY                                  ON    ON
COIN B
 1 COIN 1 PLAY                                               OFF   OFF
 1 COIN 2 PLAY                                               ON	   OFF
 2 COIN 1 PLAY                                               OFF   ON
 2 COIN 3 PLAY                                               ON	   ON

			
SWITCH B
                1     2     3     4     5     6     7     8
DIFFICULTY
 NORMAL         OFF   OFF
 EASY           ON    OFF
 HARD           OFF   ON
 VERY HARD      ON    ON
BONUS 1ST/2ND
 30000/100000               OFF   OFF
 20000/80000                ON    OFF
 40000/200000               OFF   ON
 50000/250000               ON    ON
LIVES
 3                                      OFF   OFF
 5 (FREE PLAY)                          ON    OFF
 1                                      OFF   ON
 2                                      ON    ON
SPARE (ALWAYS OFF)                                  OFF   OFF

Why Shit Happens (or "what causes each special item to appear")

This list was made by Chris Moore, he wrote the driver for MAME and has found out much more than anyone could by just playing the game.

The game maintains a bunch of counters which keep a record of how many times you have done various things. Once a counter reaches its threshold, it is reset to zero and you get the item which that counter is associated with. Counters are only checked at the beginning of each round. If two or more counters reach their thresholds in the same round, the one which is associated with the highest numbered item is used. The other(s) will keep their value for the next screen. The counters aren't reset at the beginning of each game, which is why on the arcade game there is generally a special item on the first screen, but in the emulation the first game you play doesn't offer a special item, since the counters are all reset when the machine is first switched on.

In the following, the ITEM_DATA line contains:

	XXXX ( AA BB CC DD ) EE
XXXX is the address of the counter which is used

AA BB CC and DD are the 4 possible thresholds which the counter must reach before you get the item. Which one of the 4 values is used depends on the 'difficulty' setting that the game is currently running at:

initial difficulties are: 0D (v.hard), 0A (hard), 04 (easy) and 07 (normal) for the 4 dip-switch settings. The difficulty changes throughout the game, going higher when you gain extra lives, lower when you die, and other things affect it, too, which I don't know about.

EE is non-zero if the bell should warn us that the item is around

The ITEM_ACTION sections (where I've put them in) are useful for 'cheating' in MAME. Where it's like 'IX+$31', the address is E691+31 for P1 and E6C3+31 for P2. So, for example, a cheat would be:

	boblbobl:0:e6f4:80:0:Long Range Bubbles (P2)
because e6c3+31 is e6f4.

Special Items:

     ITEM_NUMBER: 0/00
ITEM_DESCRIPTION: red and white sweetie -> long-range bubbles
       ITEM_DATA: E5DF ( 23 23 23 23 ) 00
    ITEM_COUNTER: bubbles blown
     ITEM_ACTION: LD (IX+$31),$80
e5df is incremented each time a bubble is blown (by either player) so blow 51 or more bubbles and get a purple and white 'long-range bubbles' sweetie on the next level
     ITEM_NUMBER: 1/01
ITEM_DESCRIPTION: purple and cyan sweetie -> fast bubbles
       ITEM_DATA: E5E0 ( 23 23 23 23 ) 00
    ITEM_COUNTER: empty bubbles popped
     ITEM_ACTION: LD (IX+$2F),$06
e5e0 is incremented each time an empty bubble is popped (by either player) (for 10 points) so pop 51 or more empty bubbles and get a purple and cyan 'fast bubbles' sweetie on the next level
     ITEM_NUMBER: 2/02
ITEM_DESCRIPTION: orange and yellow sweetie -> rapid-fire bubbles
       ITEM_DATA: E5E4 ( 23 23 23 23 ) 00
    ITEM_COUNTER: jumps
     ITEM_ACTION: LD (IX+$2E),$05
e5e4 is incremented each time either player jumps, so jump 51 or more times and get an orange and yellow 'rapid-fire bubbles' sweetie on the next level
     ITEM_NUMBER: 3/03
ITEM_DESCRIPTION: shoe -> run faster
       ITEM_DATA: E5E6 ( 0C 0C 0C 0C ) 00
    ITEM_COUNTER: distance run
     ITEM_ACTION: LD (IX+$30),$13
		  LD (IX+$2C),$01
		  LD (IX+$1F),$00
e5e5 is incremented each time either play runs along the ground - it goes at twice the speed if both players are running. when it reaches 256, it wraps around to 0, and e5e6 is incremented. if one player runs all the way across the bottom of the level about 15 times then there should be some running shoes on the next level
     ITEM_NUMBER: 4/04
ITEM_DESCRIPTION: clock -> ?
       ITEM_DATA: E5E1 ( 0C 0C 0C 0C ) 00
    ITEM_COUNTER: lightning bubbles popped
e5e1 is incremented whenever you pop a lightning bubble - get 12 of then for a clock on the next level
     ITEM_NUMBER: 5/05
ITEM_DESCRIPTION: bomb -> 10k (free) or 6k (bubbled) diamonds
       ITEM_DATA: E5E2 ( 13 10 0A 0D ) 01
    ITEM_COUNTER: fire bubbles popped
e5e2 is incremented whenever you pop a fire bubble - get 19/16/10/13 of them for a bomb on the next level
     ITEM_NUMBER: 6/06
ITEM_DESCRIPTION: orange umbrella -> skip 3 levels
       ITEM_DATA: E5E3 ( 0F 0F 0F 0F ) 00
    ITEM_COUNTER: water bubbles popped

     ITEM_NUMBER: 7/07
ITEM_DESCRIPTION: red umbrella -> skip 5 levels
       ITEM_DATA: E5E3 ( 14 14 14 14 ) 00
    ITEM_COUNTER: water bubbles popped

     ITEM_NUMBER: 8/08
ITEM_DESCRIPTION: purple umbrella -> skip 7 levels
       ITEM_DATA: E5E3 ( 19 19 19 19 ) 00
    ITEM_COUNTER: water bubbles popped
e5e3 is incremented whenever you pop a water bubble - even if there's already water on the screen and it seems like the bubble didn't do anything, it's still counted. get 15 of then for an orange umbrella, 20 for a red one or 25 for a purple one
     ITEM_NUMBER: 9/09
ITEM_DESCRIPTION: sunflower potion
       ITEM_DATA: E5E7 ( 0F 0F 0F 0F ) 00
    ITEM_COUNTER: wrap-arounds from bottom to top of screen

     ITEM_NUMBER: 10/0a
ITEM_DESCRIPTION: flower potion
       ITEM_DATA: E5E7 ( 10 10 10 10 ) 00
    ITEM_COUNTER: wrap-arounds from bottom to top of screen

     ITEM_NUMBER: 11/0b
ITEM_DESCRIPTION: clover potion
       ITEM_DATA: E5E7 ( 11 11 11 11 ) 00
    ITEM_COUNTER: wrap-arounds from bottom to top of screen

     ITEM_NUMBER: 12/0c
ITEM_DESCRIPTION: rainbow potion
       ITEM_DATA: E5E7 ( 12 12 12 12 ) 00
    ITEM_COUNTER: wrap-arounds from bottom to top of screen

     ITEM_NUMBER: 13/0d
ITEM_DESCRIPTION: musical potion
       ITEM_DATA: E5E7 ( 13 13 13 13 ) 00
    ITEM_COUNTER: wrap-arounds from bottom to top of screen
e5e7 is a counter of how many times either player has fallen from the bottom of the screen and appeared back on the top, as if by *magic*! If you do this enoght times, you get a potion - 15, 16, 17, 18 and 19-or-more times for the different types of potions
     ITEM_NUMBER: 14/0e
ITEM_DESCRIPTION: flashing heart - freezes monsters & makes you flash & go all invincible
       ITEM_DATA: E5E8 ( 41 3C 32 37 ) 01
    ITEM_COUNTER: dead-monster fruits eaten

     ITEM_NUMBER: 15/0f
ITEM_DESCRIPTION: blue ring - points for running
       ITEM_DATA: E5E9 ( 03 03 03 03 ) 00
    ITEM_COUNTER: 'fast bubbles' sweeties eaten

     ITEM_NUMBER: 16/10
ITEM_DESCRIPTION: purple ring - points for jumping
       ITEM_DATA: E5EA ( 03 03 03 03 ) 00
    ITEM_COUNTER: 'rapid-fire bubbles' sweeties eaten

     ITEM_NUMBER: 17/11
ITEM_DESCRIPTION: red ring - points for bubbles
       ITEM_DATA: E5EB ( 03 03 03 03 ) 00
    ITEM_COUNTER: 'long-range bubbles' sweeties eaten

     ITEM_NUMBER: 18/12
ITEM_DESCRIPTION: blue cross - drowns monsters in water
       ITEM_DATA: E5F6 ( 0D 0C 0A 0B ) 01
    ITEM_COUNTER: special items eaten

     ITEM_NUMBER: 19/13
ITEM_DESCRIPTION: yellow and red cross - lightning kills monsters
       ITEM_DATA: E5F7 ( 10 0E 0A 0C ) 01
    ITEM_COUNTER: special fruits eaten

     ITEM_NUMBER: 20/14
ITEM_DESCRIPTION: red and orange cross - breath fireballs for 9k diamonds
       ITEM_DATA: E5EE ( 07 06 04 05 ) 01
    ITEM_COUNTER: monsters drowned by water bubble

     ITEM_NUMBER: 21/15
ITEM_DESCRIPTION: cyan teapot - same as items 0x10, 0x11 and 0x0f
		  that's points for jumping, for bubbles and for running
       ITEM_DATA: E5EF ( 05 05 05 05 ) 00
    ITEM_COUNTER: times that p1 has joined a running game

     ITEM_NUMBER: 22/16
ITEM_DESCRIPTION: red teapot - same as items 0x10,11,0f,00,01,02
		  that's points for jumping, for bubbles and for running
		     and long-range, fast, rapid-fire bubbles
       ITEM_DATA: E5F0 ( 05 05 05 05 ) 00
    ITEM_COUNTER: times that p2 has joined a running game

     ITEM_NUMBER: 23/17
ITEM_DESCRIPTION: exploding purple teapot
       ITEM_DATA: E5EC ( 02 02 01 01 ) 01
    ITEM_COUNTER: umbrellas (items 6, 7 and 8) collected

     ITEM_NUMBER: 24/18
ITEM_DESCRIPTION: yellow teapot - same as items 0, 1 and 2
		  that's long-range, fast, rapid-fire bubbles
       ITEM_DATA: E5ED ( 04 03 01 02 ) 00
    ITEM_COUNTER: clocks (item 4) collected

     ITEM_NUMBER: 25/19
ITEM_DESCRIPTION: book - shakes screen for 6/8k diamonds
       ITEM_DATA: E5F3 ( 10 0E 0A 0C ) 01
    ITEM_COUNTER: monsters killed by fire bubble

     ITEM_NUMBER: 26/1a
ITEM_DESCRIPTION: diamond necklace - flying stars -> 6k diamonds
       ITEM_DATA: E5F4 ( 10 0E 0A 0C ) 01
    ITEM_COUNTER: monsters killed by lightning bubble

     ITEM_NUMBER: 27/1b
ITEM_DESCRIPTION: red pearl necklace - give 10 free extend letters
       ITEM_DATA: E5D9 ( 1E 19 0F 14 ) 00
    ITEM_COUNTER: games started (2 player games count as 2)

     ITEM_NUMBER: 28/1c
ITEM_DESCRIPTION: purple? pearl necklace for bouncing thing -> 6k diamonds
       ITEM_DATA: E5DA ( 1E 19 0F 14 ) 01
    ITEM_COUNTER: levels started

     ITEM_NUMBER: 29/1d
ITEM_DESCRIPTION: fork -> flying vegetables for 6k diamonds
       ITEM_DATA: F457 ( 01 01 01 01 ) 01
    ITEM_COUNTER: entries of 'SEX' into high score table

     ITEM_NUMBER: 30/1e
ITEM_DESCRIPTION: purple treasure chest -> 80k diamond
       ITEM_DATA: F458 ( 01 01 01 01 ) 00
    ITEM_COUNTER: ??? no idea ???

     ITEM_NUMBER: 31/1f
ITEM_DESCRIPTION: pink/orange treasure chest -> 70k diamond
       ITEM_DATA: E601 ( 03 03 03 03 ) 00
    ITEM_COUNTER: books (item 0x19) collected

     ITEM_NUMBER: 32/20
ITEM_DESCRIPTION: brown treasure chest -> 60k diamond
       ITEM_DATA: E602 ( 03 03 03 03 ) 00
    ITEM_COUNTER: exploding purple teapots (item 0x17) collected

     ITEM_NUMBER: 33/21
ITEM_DESCRIPTION: cyan treasure chest -> 50k diamond
       ITEM_DATA: E600 ( 03 03 03 03 ) 00
    ITEM_COUNTER: water crosses (item 0x12) collected

     ITEM_NUMBER: 34/22
ITEM_DESCRIPTION: grey treasure chest -> 40k diamond
       ITEM_DATA: E5FF ( 03 03 03 03 ) 00
    ITEM_COUNTER: yellow and red crosses (item 0x13) collected

     ITEM_NUMBER: 35/23
ITEM_DESCRIPTION: red/pink cane 30k pointy cake
       ITEM_DATA: E5FD ( 03 03 03 03 ) 00
    ITEM_COUNTER: 'D's collected

     ITEM_NUMBER: 36/24
ITEM_DESCRIPTION: red/brown cane 30k iced bun
       ITEM_DATA: E5FC ( 03 03 03 03 ) 00
    ITEM_COUNTER: 'N's collected

     ITEM_NUMBER: 37/25
ITEM_DESCRIPTION: red cane 20k melon
       ITEM_DATA: E5FB ( 03 03 03 03 ) 00
    ITEM_COUNTER: (middle) 'E's collected

     ITEM_NUMBER: 38/26
ITEM_DESCRIPTION: orange cane 10k apple
       ITEM_DATA: E5FA ( 03 03 03 03 ) 00
    ITEM_COUNTER: 'T's collected

     ITEM_NUMBER: 39/27
ITEM_DESCRIPTION: light brown cane 10k lolly
       ITEM_DATA: E5F9 ( 03 03 03 03 ) 00
    ITEM_COUNTER: 'X's collected

     ITEM_NUMBER: 40/28
ITEM_DESCRIPTION: cyan cane 10k double lolly
       ITEM_DATA: E5F8 ( 03 03 03 03 ) 00
    ITEM_COUNTER: (initial) 'E's collected

     ITEM_NUMBER: 41/29
ITEM_DESCRIPTION: bell
       ITEM_DATA: E5FE ( 0E 0C 08 0A ) 00
    ITEM_COUNTER: "hurry up!"s displayed

     ITEM_NUMBER: 42/2a
ITEM_DESCRIPTION: spider (turns bubbles into X's at end of level?)
       ITEM_DATA: E604 ( 01 01 01 01 ) 00
    ITEM_COUNTER: entries of 'TAK' into high score table

     ITEM_NUMBER: 43/2b
ITEM_DESCRIPTION: flamingo (turns bubbles into smiling turds at end of level?)
       ITEM_DATA: E605 ( 01 01 01 01 ) 00
    ITEM_COUNTER: entries of 'STR' into high score table

     ITEM_NUMBER: 44/2c
ITEM_DESCRIPTION: lager (turns bubbles into pizzas at end of level?)
       ITEM_DATA: E606 ( 01 01 01 01 ) 00
    ITEM_COUNTER: entries of 'KTT' into high score table

     ITEM_NUMBER: 45/2d
ITEM_DESCRIPTION: knife for flying cakes/beer/etc and 6k diamonds)
       ITEM_DATA: E607 ( 01 01 01 01 ) 01
    ITEM_COUNTER: entries of '...' into high score table

     ITEM_NUMBER: 46/2e
ITEM_DESCRIPTION: crystal ball (special item come quicker next round
		  (and forever?))
       ITEM_DATA: E609 ( 01 01 01 01 ) 00
    ITEM_COUNTER: ?? finishing level really quickly then getting nice fruit ??

     ITEM_NUMBER: 47/2f
ITEM_DESCRIPTION: pencil/cigar (makes next 3 special items be
		  potions), and acts like item 0c, the rainbow potion
       ITEM_DATA: E60A ( 01 01 01 01 ) 00
    ITEM_COUNTER: started 777 levels

     ITEM_NUMBER: 48/30
ITEM_DESCRIPTION: skull (immediate 'hurry up')
       ITEM_DATA: E611 ( 14 19 1E 1B ) 00
    ITEM_COUNTER: times the skel has come (+2 more sometimes if he catches you)

     ITEM_NUMBER: 49/31
ITEM_DESCRIPTION: treasure room door to 20
       ITEM_DATA: E60D ( 01 01 01 01 ) 00
    ITEM_COUNTER: get to level 19 without loss of life

     ITEM_NUMBER: 50/32
ITEM_DESCRIPTION: treasure room door to 30
       ITEM_DATA: E60E ( 01 01 01 01 ) 00
    ITEM_COUNTER: get to level 29 without loss of life

     ITEM_NUMBER: 51/33
ITEM_DESCRIPTION: treasure room door to 40
       ITEM_DATA: E60F ( 01 01 01 01 ) 00
    ITEM_COUNTER: get to level 39 without loss of life

     ITEM_NUMBER: 52/34
ITEM_DESCRIPTION: warp to 70
       ITEM_DATA: E610 ( 01 01 01 01 ) 00
    ITEM_COUNTER: get to level 49 without loss of life

     ITEM_NUMBER: 53/35
ITEM_DESCRIPTION: coke (makes it rain coke cans? -> 6k diamonds) */
       ITEM_DATA: E608 ( 01 01 01 01 ) 01
    ITEM_COUNTER: entries of 'I.F', 'MTJ', 'NSO', 'KIM' or 'YSH' into
		  high score table

   ITEM_NUMBER: 30/1e
ITEM_DESCRIPTION: purple treasure chest -> 80k diamond
       ITEM_DATA: F458 ( 01 01 01 01 ) 00
    ITEM_COUNTER: times level 100 is finished (happy or not)

POINTS ITEMS:

(the 'notes':
        'umb' means the item may appear on the screen after you've got
                an umbrella
        'skel' means the item may appear if a skel appeared on the
                previous level
        'hurry' means the item may appear if the previous level told
                you to 'hurry up', but no skel appeared.
        the '1p time' and '2p time' columns are the values in address
                f456 - use the 'mame -cheat' option to view this
                address as you play
ID      score   description                     notes
00/0      10    green pepper                                            skel
01/1      20    aubergine                        umb                    skel
02/2      30    carrot                                                  skel
03/3      40    onion                                                   skel
04/4      50    beetroot                         umb                    skel
05/5      60    turnip                                                  skel
06/6      70    parsnip                                                 skel
07/7      80    marrow                           umb                    skel
08/8      90    pea pod                                                 skel
09/9     100    mushroom                                                skel
0A/10    150    corn cob (lvl 35)                umb			hurry
0B/11    200    fried egg						hurry
0C/12    250    red acorn thingy					hurry
0D/13    300    apple                            umb			hurry
0E/14    350    lemon							hurry
0F/15    400    orange							hurry
10/16    450    peach                            umb			hurry
11/17    500    bananas   	             		1p      2p	hurry
12/18    550    pear                         		time    time	hurry
13/19    600    watermelon                       umb			hurry
14/20    650    single brown lolly (lvl 15)             1D      27
15/21    700    double blue lolly                       1C      26
16/22    750    pink pudding (lvl 5)             umb    1B      25
17/23    800    yellow pudding                          1A      24
18/24    850    green pudding                           19      23
19/25    900    green and brown pudding (lvl 40) umb    18      22
1A/26    950    simple white ice cream cone             17      21
1B/27  1,000    double scoop ice cream cone             16      20
1C/28  1,000    donut (lvl 25)                   umb    15      1F
1D/29  1,000    french fries                            14      1E
1E/30  2,000    sausage on a stick                      13      1D
1F/31  2,000    creme caramel                           12      1C
20/32  2,000    burger                           umb    11      1B
21/33  2,000    slice of cake (triangular)              10      1A
22/34  3,000    cupcake (blobby)                        0F      19
23/35  3,000    chicken leg                      umb    0E      18
24/36  3,000    purple martini                          0D      17
25/37  3,000    some variety of sushi?                  0C      16
26/38  4,000    pinkish sweet (lvl 50)           umb    0B      15
27/39  4,000    (brown or red?) eskimo pie              0A      14
28/40  4,000    (brown or red?) eskimo pie              09      13
29/41  4,000    mug of lager (lvl 45)            umb    08      12
2A/42  5,000    purple crystals                         07      11
2B/43  5,000    purple jewel                            06      10
2C/44  5,000    yellow butterfly                 umb    05      0F
2D/45  5,000    blue crystals                           04      0E
2E/46  6,000    blue jewel                              03      0D
2F/47  6,000    necklace with purple pendant     umb    02      0C
30/48  6,000    purple shell                            01      0B
31/49  7,000    red jewel                               00      0A
32/50  7,000    necklace with blue pendant                      09
33/51  7,000    bowl of rice                                    08
34/52  8,000    necklace with red pendant                       07
35/53  8,000    dinner                                          06
36/54  8,000    red crown, blue gems, no cross                  05
37/55  8,000    red crown, blue gems, red cross                 04
38/56  9,000    cyan crown, red gems, no cross                  03
39/57  9,000    blue crown, red gems, cyan cross                02
3A/58 10,000    gold crown, red gems, no cross                  01
3B/59 10,000    gold crown, red gems, white cross               00