---
title: "Bubble-capture cave rounds: API"
package: "@phaser-ae/bubble-cave"
tier: Pro
version: 3.0.0-1
released: 2026-10-19
updated: 2026-10-20
description: "A complete 100-round configuration of the 1986 arcade bubble-trapping platformer for the enemy-capture rules, with every round's air currents, monsters, timings, items, letters and final boss as exported tables."
url: https://phaser.io/packs/bubble-cave/api
site: Phaser - https://phaser.io
---

# Bubble-capture cave rounds: API

`@phaser-ae/bubble-cave` — All 100 rounds of a bubble-capture platformer for enemy-capture: currents, monsters, timings, items, EXTEND, chaser and final boss, modelled on Bubble Bobble.

## The pack

### `bubbleCave`

```ts
function bubbleCave(): Pack<{ bubbleCave: typeof api }>
```

Install the bubble-cave preset API (`game.bubbleCave`).

## Helpers

### `BUBBLE_BOBBLE_FRUIT_ROUNDS`

```ts
const BUBBLE_BOBBLE_FRUIT_ROUNDS: readonly number[]
```

Rounds on which leftover bubbles always turn into fruit when the last monster dies (Chris Moore's list).

### `BUBBLE_BOBBLE_LEGEND`

```ts
const BUBBLE_BOBBLE_LEGEND: { readonly ".": {}; readonly W: { readonly solid: true; }; readonly "#": { readonly solid: true; readonly through: true; }; }
```

Bubble Bobble's legend: 'W' walls, ceiling and floor (solid); '#' platforms and inner walls (through blocks); '.' air.

### `BUBBLE_BOBBLE_POINTS_ITEMS`

```ts
const BUBBLE_BOBBLE_POINTS_ITEMS: { item: string; value: number }[]
```

Bubble Bobble's 60 points items (Chris Moore's table): value by item number.

### `BUBBLE_BOBBLE_ROUND_DATA`

```ts
const BUBBLE_BOBBLE_ROUND_DATA: readonly string[]
```

Compact Bubble Bobble round records; decode with `bubbleBobbleRound(n)`.

### `BUBBLE_BOBBLE_SHOTS`

```ts
const BUBBLE_BOBBLE_SHOTS: Record<string, ShotSpec>
```

Bubble Bobble's enemy projectiles (estimates from play).

### `BUBBLE_BOBBLE_SPECIAL_ITEMS`

```ts
const BUBBLE_BOBBLE_SPECIAL_ITEMS: CaptureSpecialItem[]
```

The special items this preset implements, in item-number order (the highest earned one wins). Thresholds AA BB CC DD from the ROM.

### `bubbleBobbleKinds`

```ts
function bubbleBobbleKinds(o: { bossHp?: number } = {}): Record<string, CaptureEnemyKind>
```

Bubble Bobble's monsters as capture-game kinds (8-unit tiles). Speeds are estimates from play footage.

### `bubbleBobblePointsPick`

```ts
function bubbleBobblePointsPick(ctx: PointsPickContext): number
```

Bubble Bobble's points item, as the ROM picks it (Chris Moore's notes): round 1 draws from items 0x15-0x24; after a
round with Baron von Blubba from the first ten; after a hurry-up from 0x0a-0x13; after an umbrella skip from every
third; otherwise by the previous round's time, quicker paying better (49 down for one player, 59 for two).

### `bubbleBobblePreset`

```ts
function bubbleBobblePreset(o: BubbleBobbleOptions = {}): CaptureConfig
```

The arcade Bubble Bobble as a capture-game config.

### `bubbleBobbleRound`

```ts
function bubbleBobbleRound(n: number): CaptureRound
```

The round data decoded: a 32 x 26 map at 8 units per tile (the arcade's 256 x 208 playfield).

## Types

### `BubbleBobbleOptions`

```ts
interface BubbleBobbleOptions
```

Options for `bubbleBobblePreset`.

- `difficulty?: CaptureDifficultyName` — Difficulty. Default 'normal'.
- `startRound?: number` — First round (1-100). Default 1.
- `players?: number` — Players (1 or 2, as in the arcade; the session takes up to 4). Default 1.
- `lives?: number` — Starting lives (the DIP offers 1, 2, 3, 5). Default 3.
- `extraLives?: number[]` — Extra life thresholds (DIP: 30k/100k/400k, 20k/80k/300k, 40k/200k/500k, 50k/250k/500k). Default 30k, 100k, 400k.
- `rounds?: number[]` — Only these rounds, in order (e.g. a short set for a demo). Default all 100.
- `seed?: number` — Seed. Default 1986.
- `invulnerable?: boolean` — Players never die.

---

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