Bubble Town

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Bubble Town
60x60_BUBL.gif
Status: Active
Genre: Match-3
Developer: unknown
Publisher: unknown
LTP badge type: Generic 2
Game version: Restricted
Game length: 15 levels (in both modes)
Playable in non-IE browsers: Yes

Contents

Game modes

Straight-up Mode

In straight-up mode all the borbs are attached to the ceiling, and you have to match 3 or more touching pieces together to make them fall off the board. You beat the level by removing all borbs from the ceiling. You only score when you make matches that take heads off the board. When matching 3 or more borbs you get 10 points per head.

Ball Mode

In ball mode all the borbs are attached to a central head (the lumps). You beat the level by removing all borbs from the center head (the lumps). Scoring ball mode scores 2x the entire level score at the end of each level, making it easier to earn points faster.

Playing the game

On each level you start with a limited number of heads in your cannon queue. If you run out of your queue, the borders of your game get closer (in straight up mode the ceiling falls 1 row getting closer to the caution tape at the bottom of the screen. In ball mode the caution tape closes in around the ball) the game is over if any head is out of the safe area inside the caution tape. If you make head that have other colored head attached to it that aren't attached to anything else they will fall and go into your queue until it is full. You get 50 points for every head that doesn't fit in your queue.

Scoring and Bonuses

When matching 3 or more borbs you get 10 points per head. You can get a falling bonus for making a "big drop" where a large number of heads fall. Shots that bounce off the edges of the playing area - "bank shots" - before making a match adds extra points (75,150,300) You can bank more then 3 times in some cases, it stops showing the angle of the bank after 3 walls(banking more then 3 times does not score more. You can score combos by removing borbs with consecutive shots (50x(consecutive shots -1)ex: 6 consecutive shoots scores (50x(6-1)=250. You get 50 points per head that falls that over flows your queue and 50 points per head in your queue at the end of the level.

Special Borbs

  • The lumps - you can match these heads using the plunger to pull one and match it to two that are close enough together for 400 points. Mainly they are there just to block shots
  • Rubber lubber - direct hits to this head will bounce off.
  • Jellyfishy - this jelly fish covers up a head so it will not match until you hit with a cannon shot. It will reattach to another random head 2 or 3 times before falling off the board. Making a jelly fish fall off the board by hitting it 3 times (not by making it fall in a Big Drop) scores 400 at the end of the level bonuses.

Powerups

If there is a powerup on the level, you must either include it in your match or make it drop.

  • Sureshot - this aimer means perfect accuracy on your next 3 shots.
  • Bubblebubble - all the heads it hits will morph into its color.
  • Hotfoot - clears away all the heads in its path (it fires through all borbs). Not available in Ball Mode.
  • Plunger - nabs one borb from the board and drops it in the cannon for your next shot. This can be useful if there is one borb holding all the rest to the top bar or centre lump. Removing this one borb will cause all the rest to fall.
  • Wild - matches with any colours on the board.

Special effects on Borbs

  • Shrouds - cover up the head until you hit it with the cannon.
  • Sleepers - will not match until you wake them up by hitting them with the same type of head with the cannon.
  • Crates - hit crates with you cannon 2 times to break them open and drop a power up. If the crate drops, you won't get its contents.
  • Bombs - when matched with its same colored head it explodes making other heads it is touching fall.

Tips for High Scoring

  • Play ball mode. The 2x multiplier speaks for itself.
  • Find a match that will cause other Borbs to drop.
    • Your first priority is to keep the game alive. Keep the dive bar (or danger zone) from hitting the borbs and vice versa. One way of doing this is to create and then cut off peninsulas to keep borbs in your tube.
    • Early in a level you might be tempted to make multiple Big Drops in a row while this results in a shortage of Borbs later on. Save some of the easy drops for later and get them when there's enough room in your cannon.
  • Find a match that will also do something else (hit a box, jellyfish, sleeper, or cloud).
    • Crates are typically not worth much, partly because you can't plan how to use what's in them until too late.
  • Find a match that releases a power-up (and just in case someone doesn't know, the power-ups are colored like other Borbs, so you can use it to make a match with other similar colored Borbs.)
  • Find a match where the matching Borbs are closest to the middle of the board.
  • Find a match with the most ricochets (don't always just take the shot that's right in front of you).
  • Find a match that does the least amount of damage. Meaning, it's toward the inside, it matches one other borb, or if you can't find any matching borbs, find a place where you can hang it off other matches or off a box or something else that might cause it to fall later on.
    • Allow for error when you can. This means knowing that if you miss your target, which side you will miss on so that you can at least accomplish something.
    • Allow for luck if you have to. If you will lose the game unless a particular borb appears in your shooter, assume that it will and plan accordingly. This and the previous tip are the two sides of what I call "luck management" - mitigate bad luck when you can and exploit good luck if you can. (by Captain_Nemo__2)
  • If you have a fairly equal choice between shooting at a combo on your left and one on your right, shoot to the right. That one is going away (in ball mode). You many have another chance at the one to your left shortly. "Fairly equal" usually means that you don't accomplish much either way, and should take the next borb into account.
  • In ball mode at the end of the level, when there's only 1 color of Borb remaining, put 2 together around the center ball and a third one that doesn't connect. Then make a 3-bank shot to clear the 2 touching Borbs. You can continue this by repeatedly making 2 touching Borbs and one not touching them. This way you can get more points than the danger zone bonus would give you for finishing early. However, if you miss the center ball when putting up the non-touching Borb, it will bounce for a long time and may hit the two touching Borbs, ending the level.
  • Use the Plunger wisely. If you can take away a Borb to make a Big Drop, then do it. Or use it to clear a path for your next shot. Or if you use it on a sleeping Borb, it will automatically wake it up... by langenjedi2
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