 -= Falconer's Puzzle Bobble 3 FAQ =-

-= Trademarks =-

Puzzle Bobble 3 is a trademark of the Taito Corporation.

-= Legal Crap =-

This FAQ is Copyright (C) Scott Faulkner/Falconer (sfaulk@earthlink.net).  It 
may be posted only on the following sites:

      www.gamefaqs.com   GameFAQS
     www.bubandbob.com   Bubandbob.com
  
Q:  I see this FAQ on a certain site other than the ones you listed above.  Now 
what?
A:  Tell me ASAP at sfaulk@earthlink.net.

Q:  If I receive permission to host this FAQ, how may I post it to my site?
A:  Only in its original plain text form.  If I find out that changes or 
deletions were made to it, I'll ask you to take it down.  I will do more than 
ask if it is necessary.

(Note:  This FAQ should _NEVER_ appear on megagames.com, gamesdomain.com, or 
CNET Games Center.  If you found it there, TELL ME.  They tend to rip off FAQs, 
from what I've heard.  HTML versions may not appear anywhere other than 
Bubandbob.com.

Q:  Where can I check for the latest version?
A:  The sites noted above should be the only ones with my FAQ, and thus the only 
ones that will get updated versions.

Q:  So, can I host your FAQ?
A:  Send an e-mail.  I'll e-mail you back with an OK notice, and add your site 
to the OK list if I decide to grant you the privilege.

Q:  Can I use this FAQ for any profitable means?
A:  No.  If it vaguely resembles profit or a reward, even only one penny, no.  
This includes magazines/publishers in general.  I've heard about what happened 
to Kao Megura.  It does not please me one bit.
  
Q:  Can I use any info found in this FAQ to start my own?
A:  Within reason.  You can't completely copy my FAQ or change one or two things 
and then call it your own.  I'll get angry.  That would be bad.  If you wish to 
use a part of my FAQ, then e-mail me, asking for permission.  If I grant you 
permission, I expect to be credited for the information you use in your FAQ.  I 
did the same for those I drew info/inspiration from, so I expect the same from 
anyone who wishes to use my info.

I reserve the right to litigate if these terms/conditions are violated.  
Applicable copyright laws will be enforced.  If I use a copyrighted resource, an 
acknowledgment will be given in the Thanks and Mentions section.

If you disagree with the Terms and Conditions, you may not use this FAQ.  Stop 
reading right now and save both of us the headache of an argument.

SPAM: I do not like Unsolicited Commercial E-Mail (UCE).  If you send me any UCE, 
I will likely ignore it.  If you decide to press the issue, your E-Mail will be 
filtered and then forwarded to SpamCop.  Simply put, spam me only if you want 
trouble.  I have an above average tolerance for spam, but I'll not smile and nod 
while you clog my account.  Your ISP may pull your account or take other 
sanctions against you, and it may get to the point of legal penalties if you 
spam and decide to rip-off parts of my FAQ.

Now, onto less boring stuff.

--
I've been a fan of Puzzle Bobble/Bust-a-Move ever since I played the first one 
at a local bowling alley.  The only one I've been able to play in the arcade is 
the third in the series (the one this FAQ is for, natch).  I've always wanted to 
make a FAQ, and figured this was as good a game as any, given how often I play 
it.

What I intend to supply by the time I complete this FAQ is ways through both 
main puzzle modes (normal and version 2.5), as well as how to get fairly high 
scores.  I'll also provide information on the eight playable characters (and the 
two non-playable characters) for those versus computer/player enthusiasts, or 
just those wondering who they're playing as.

-= Index =-

I.)  Characters
      1.)  Bub and Bob
      2.)  Chinkulu
      3.)  Pulichio
      4.)  Musashi
      5.)  Malissa
      6.)  Luna Luna
      7.)  Jack
      8.)  Sonic Blast Man
      9.)  Debblun
      10.)  Drunk
II.)  Puzzle Mode
      1.)  Practice overview
            i.)  Level designs
            ii.)  Walkthrough
III.)  Miscellaneous
      1.)  Point Layout
      2.)  History
      3.)  Thanks and Mentions

-= Characters =-

First off, I won't make a fool out of myself taking random guesses at what the 
characters say in certain situations unless I'm almost sure what it is.  If 
anyone knows what they actually say, they can send an e-mail with that info, and 
they'll be mentioned in later versions of the FAQ.

1.)  Bub and Bob

      The main characters from the game that started it all, Bubble Bobble.  Not 
surprisingly, their stage looks to be right out of that game.  The only 
difference between them (aside from their color; Bub is green and Bob is blue) 
is that Bob has a higher voice than Bub.  Noticeable only after doing a bubble 
drop or after completing a round/stage.

(Note:  The voice clips are only for Bub.  Bob says different things for certain 
animations, and I can't figure any of them out.  The animations themselves are 
the same for both dinos.)

Idle animation:  He sways from side to side, alternating between looking at you 
and looking up at the bubbles.

Desperate animation (when the bubbles are about 3 lengths away from ending the 
game):  He looks up sadly at the bubbles a few times, then spazzes out.  Repeat 
until they win, lose or get the bubbles out of the `danger zone'.

Confident animation (when your opponent is in the `danger zone'):  He looks over 
at the opponent's bubbles, smirks and starts giggling.  I'm not sure if this was 
carried over into puzzle mode like it was in PB2, where you'd go into this 
animation when you had about 10 bubble lengths between you and the lowest bubble 
on screen.

Hit animation* (when the opponent sent bubbles to your side):  He looks shocked 
as his scales briefly fly off his body.  If it was a big hit, Bub/Bob will whine.

Small attack animation (when you send about 1-3 bubbles to the opponent or drop 
that many in puzzle mode):  He jumps up and says something that sounds like 
"Mufah!"

Medium attack animation (when you send/drop 4-6(?) bubbles):  He jumps and spins 
360 degrees.

Large attack animation (when you send/drop more than 6):  Does his small 
animation followed by his medium animation.

Victory animation:  His medium animation over and over, saying the same thing he 
does for his large attack animation once at the beginning.

Loss animation:  Looks at the screen sadly, drops to his knees, then to all 
fours with his head down, two rainbow shaped streams of tears flowing freely.

* This shows up only in Versus Computer/Player games.

2.)  Chinkulu

      Chinkulu appears to be from a quiz game, judging by her stage.  The 1P 
side Chinkulu has green hair, wearing an orange and yellow jester's uniform with 
white boots and gloves.  The 2P Chinkulu has brown hair and wears a green/purple 
uniform, also with white boots/gloves.  She gets my vote for most sickenly cute 
character, barely beating
Pulichio.

Idle animation:  Sways from side to side, occasionally pausing.  Hey, I call 
them idle animations for a reason.  ^_^

Desperate animation:  Kneels and turns away from the player, tracing the ground 
with her finger.  She glances at the player for a few seconds from time to time.

Confident animation:  Hops a few times, then grins and does a little dance.

Hit animation:  Hops into the air, looking surprised for a fraction of a second.  
If it was a big hit, she says "Whoa!".

Small attack animation:  Hops and says something that sounds like "Mufah!"

Medium attack animation:  Hops and puts her hands to her cheeks, making an 'ooh' 
face.

Large attack animation:  Gets a gleeful look on her face, eyes shut, and rapidly 
stomps the ground for a second.  Then she jumps into the air, arms spread out 
with a 'yay!' expression on her face.

Victory animation:  All three attack animations in a row, starting with small, 
then medium and finally large.

Loss animation:  Drops to her knees facing the player and rubs at her eyes with 
one glove.

3.)  Pulichio

      She looks like a super deformed elf, as far as I can tell.  Her stage is 
one of those crane games where you move around an arm to drop and grab some toys 
or candy.  1P Pulichio has green hair, a yellow antenna and wears a purple 
jacket with green trim.  She wears white and blue striped clown pants with 
purple pointy boots.  2P Pulichio has
yellow hair, a green antenna and wears an orange jacket with yellow trim.  She 
wears light orange and white striped pants with orange pointy boots.

Idle animation:  She looks to her left (or right as 2P), then looks up at the 
bubbles, off to the side again, then bends over and pulls at her shoes, briefly 
rolling onto her back.  After that she starts all over again.

Desperate animation:  She sits on the ground with a sad look on her face, head 
shaking.  It looks like she's crying without any tears.

Confident animation:  Hops around in a circle on all fours.

Hit animation:  Slams into a wall, sags to the ground and hops up shaking her 
head, as if to clear it.

Small attack animation:  Hops into the air and says "La la!"

Medium attack animation:  Hops slightly higher into the air, doing a backflip, 
saying "Ooh la la?"

Large attack animation:  Jumps high into the air, and floats to the ground, 
rapidly flailing her arms.  She says "Ooh la la!"

Victory animation:  She turns to the right (or left as 2P) and starts clapping, 
saying "La la!".

Loss animation:  Drops to her belly and starts beating the ground with her fists, 
a disappointed look on her face.

4.)  Malissa

      She's from a Mah Jongg game (her stage reflects this as does her intro in 
Versus Computer).  1P Malissa has brown hair, white skin, a pink jacket/bracelet 
and red skirt/shoes/bikini top.  2P Malissa is tan, with dark blonde hair, a 
light blue jacket/bracelet and white skirt/shoes/bikini top.  She seems to be 
right out of a hentai
Mah Jongg game, given what most of her animations look like.  She's almost 
always got a big GRIN on her face, which unnerves me...  well, that and the fact 
she has no nose.

Idle animation:  It looks like she's dancing, sliding her legs from side to side.  
She occasionally looks up at the bubbles and nods a few times.

Desperate animation:  She drops to her knees and starts begging, presumably in 
hope that you'll find a way out of the situation so she can throw off her 
clothes (more on that later).

Confident animation:  Does a hopping dance, ever-present grin intact.

Hit animation:  Looks confused and scratches her head, complete with a question 
mark floating over her head.

Small attack animation:  Throws off her jacket.  Oddly, it reappears once she 
goes back into her idle animation.

Medium attack animation:  Throws off her jacket and her skirt.  Once again, they 
mysteriously reappear after the animation ends.

Large attack animation:  Similar to the medium attack animation, but she a quick 
dance afterwards and jumps into the air, covering her bikini top-devoid chest 
with one arm while the other throws aforementioned top into the air.

Victory animation:  She blushes and flashes the peace sign (index and middle 
finger extended) with a not-as-big grin on her face.  She's stripped down to her 
bikini top and bottom as well.

Loss animation:  Drops to her knees, facing away from the screen as tears drip 
from her face.

5.)  Musashi

      Meet Puzzle Bobble 3's incarnation of Ryu, from Street Fighter.  Same 
general outfit, moves and sundry other biz.  1P Musashi wears a white gi, white 
headband, red belt/wristguards and has brown hair.  2P Musashi has black skin, 
wears a pinkish gi with a pink headband, a purple belt/wristguards and has 
reddish hair.

Idle animation:  Simply standing in place, kind of like Ryu's idle animation 
from basically every fighting game he's in.

Desperate animation:  Drops to one knee and looks up at the bubbles, shaking his 
fist.

Confident animation:  Gathers a small blue aura about him, grimaces and then 
gathers a bigger aura around himself.  He then stands here with the energy 
crackling about him with a smile on his face.

Hit animation:  Winces and staggers back a step.

Small attack animation:  Does a stationary fireball which forms into a blue 
bubble-like shape, which stays on screen for a second or two.  It sounds like he 
says "Bubken!"  Bubble Fist, maybe?

Medium attack animation:  Does a vertical leaping uppercut with a bolt of 
lightning trailing behind his fist.  Sounds like he says "Enryuken!"

Large attack animation:  Does his small attack animation canceled into the 
medium attack animation (goes into the uppercut right after forming the bubble).

Victory animation:  Turns his back and looks over his shoulder, grinning as wind 
blows his hair.

Loss animation:  He slams his fist into the wall and hangs his head.

6.)  Luna Luna

      She's from a Tarot machine.  She's probably my favorite character-wise 
(I've always been partial to Tarot stuff).  1P Luna Luna has long purple hair 
(part of it covers one of her eyes and goes all the way to the ground) and wears 
a blue robe with a light blue circlet of sorts.  2P Luna Luna has long dark 
green hair, wears a purple robe and has a pink circlet.  Both have a bluish 
glowing orb which hovers in mid-air.

Idle animation:  Hovers in mid-air with her eyes closed.  Occasionally she'll 
open them to look at you or over to the right (left as 2P).

Desperate animation:  Her fists are trembling as she glares at her orb, which 
has stopped glowing.

Confident animation:  She waves her hands and holds them above her head, mouth 
open.  Her orb floats high into the air and continuously glows brightly.

Hit animation:  Flinches and shields her face as her orb gives off negative 
energies.

Small/Medium/Large attack animation:  The same as her confident animation, 
except she only sticks with the end part for about a second.  It doesn't matter 
how big an attack you make, she'll always do this animation.

Victory animation:  She cups her fist into her other hand, then bows her head, 
hovering in place.

Loss animation:  She turns her head away from the screen, a miffed expression on 
her face.  Her orb clanks to the ground and rolls away with no glow at all.

7.)  Jack

      A female card dealer from some sort of card game.  I'm guessing a matching 
game (her background during her intro looks a lot like one), but I'm not sure.  
1P Jack has blue hair, wears a white shirt with red laces, a gold armlet, red 
pants and blue loafers.  2P Jack has brown hair, wears a pink shirt with green 
laces, a green armlet/pants and brown loafers.

Idle animation:  Shuffles a deck of cards, occasionally pulling out a card, 
looking at it and tossing it away.

Desperate animation:  She drops to her hands and knees, occasionally looking up 
at the bubbles with a grin.  She almost never is shown without a grin.  
Interpret that however you like.

Confident animation:  Relaxes against the wall, sipping from a glass of red wine.  
She goes back and forth between this and standing in place.

Hit animation:  Cards fly everywhere (notably in a spread pattern above her head) 
as she gets a concerned "Oh!" look on her face.

Small attack animation:  Tosses about six cards into the air in a fan pattern on 
purpose (unlike her hit animation).  She says "Gweat.", like she has a speech 
impediment.

Medium attack animation:  A rose magically appears in her mouth as she turns her 
back to the screen and throws a diagonal fan pattern of cards.  It sounds like 
she says "Won!"; as if saying "Wonderful!" but only the first part is heard.

Large attack animation:  Her small attack animation followed by her medium 
animation.

Victory animation:  She turns to the player, arms wide open, then spins around a 
few times before striking a pose.  Roses bloom behind her and rose petals begin 
to fall.

Loss animation:  She drops to her knees and hugs her chest, crying and shaking 
her head back and forth.

8.)  Sonic Blast Man

      In my opinion, this guy is by far the weirdest of the eight selectable 
characters.  He's from the Real Puncher game, and also from a pair of SNES side-
scrollers.  1P SBM wears what looks like blue football gear, complete with 
shinguards and boots, grey pants with lightning bolts on them, blue gloves, a 
grey helmet with yellow-rimmed blue
sunglasses and a yellow scarf.  2P SBM looks exactly like 1P SBM, except 
substitute red everywhere blue shows up.  He's almost always smiling, which is 
really annoying.

Idle animation:  Stands in place and constantly flexes his pecs.

Desperate animation:  He drops to one knee, looks up at the bubbles, then looks 
at you and starts whimpering, tears coming from his sunglasses.

Confident animation:  He folds his arms, throws back his head and cackles madly.

Hit animation:  He looks at the opponent, jaw dropping in anime-style (hitting 
the floor, basically).

Small/medium/large attack animation:  He rears back and unleashes a mighty punch 
(with an exaggerated hit explosion).  If you time it right, you can make him 
start the punch, complete another drop and he'll rear back and do another punch.

Victory animation:  He raises his arm and starts flexing it, making his bicep 
bulge and his sunglasses bounce on his nose.  Someone that sounds like a small 
girl verbally praises him as he's doing this.

Loss animation:  He smiles widely and falls over as a HUGE red bubble lands on 
him and starts crushing him.

9.)  Debblun

      What little I've seen of him, he seems like a giant Bub/Bob rip-off.  He 
uses a 'dark' version of Bub/Bob's stage and is the next to last character you 
face in Versus Computer mode.  It's later shown he's a fake, controlled by the 
real last boss.

Idle/confident/hit/small/medium/large/loss animation:  Currently either not 
known or not completely certain of.

Desperate animation:  He gets a worried look on his face and starts sweating 
profusely.

Victory animation:  He gets a sinister smile on his face and starts to snicker, 
holding his paws to his mouth.

10.)  Drunk

      The last boss and an enemy first seen in Bubble Bobble (the green mage 
with puffed-out cheeks and a brown cane).  It is the final boss in Versus 
Computer mode.

I have no good idea of any of the animations, being more of a puzzle player than 
a versus player.  All of Drunk's info and the rest of Debblun's would not go 
unnoticed (read:  help the author, get mentioned in later versions!  ^_^).

-= Puzzle Mode =-

The following abbreviations will be used here, as well as in Normal and Version 
2.5
layouts:

      B = blue bubbles
      R = red bubbles
      Y = yellow bubbles
      G = green bubbles
      O = orange bubbles
      W = white bubbles
      b = black bubbles
      P = purple bubbles
      r = rainbow bubbles*
      X = inert blocks**
      . = stabilizer blocks***
      0 = gem bubbles****
      o = bowling ball bubble*****
      _ = the top of the screen; the 'ceiling'

*Rainbow bubbles look like a clear bubble with a rainbow in the middle.  
Whenever bubbles are popped next to one or more of these, the rainbow bubbles 
change to that color.  If three or more adjacent rainbow bubbles are changed in 
this way, they will also pop.  This can lead to chain reactions if there is a 
cluster of rainbow bubbles.  For example:

______
B r
 B

If another blue bubble is shot up to pop the two already there, the rainbow 
bubble will turn into a blue bubble.  Figuring out ways to transform as many 
rainbow bubbles as possible can lead to an easier puzzle, whether by making 
another pop easier to pull off, or creating a chain reaction of pops.  They're 
the most common special bubble.

**Inert blocks look like an orangish octagon and cannot be burst, only dropped.  
They cannot cause you to lose the game by themselves.  If they're right before 
the line that'd result in making you lose and the ceiling drops, they'll just 
harmlessly fall off.  Only if they've got an actual bubble on them that gets 
pushed below the line can you lose. 
They're fairly common.

***Stabilizer blocks take the place of the descending ceiling from PB1 and 2.  
This results in it being possible to bounce bubbles off the ceiling, as well as 
the walls.  Stabilizer blocks look like silver hexagonal donuts with a glowing 
center and vanish as soon as all bubbles on them are popped.  They'll be in 
every puzzle round you run into.

****Gem bubbles will pop every bubble the same color as the first one they touch.  
If you shoot a gem bubble and it hits a white bubble, every white bubble on your 
screen pops.  These can lead to huge drops, resulting in a large amount of 
points (and serious hurt in versus play).  They look like a blue bubbles with a 
shimmering white star in the center.  They're fairly rare, although some stages 
start out made entirely from gem bubbles.

*****Bowling ball bubbles look like their name implies.  After being shot, they 
will cut through bubbles, stopping only after hitting an inert or stabilizer 
block.  They're used mostly to clean up stray bubbles, although some rounds 
require them in order to get past it.  They're very rare, appearing only at the 
start of certain rounds.

1.)  Practice overview

      As the name implies, this is the easiest of the three Puzzle choices.  It 
only lasts for 5 stages, after which you get the word CONGRATULATIONS! in big 
orange letters in the background of stage five, followed by a pic of Debblun 
with an impish smile saying "Good  Try the next level."  As far as I can tell, 
you're stuck with using Bub or
Bob, depending on whether you're on the 1P or 2P side.

1a.)  Level designs and walkthroughs

      What this is is a mapping of what each of the five rounds look like, as 
well as my suggestions for how to clear them.  They may not be the best way, 
merely the way I feel gets them done the fastest, regardless of the bubbles 
you're handed.

Round P-1

_______________
 .   .   .   .
P P   O O   G G
 B   R R R   Y
B O O G G P P Y
 R R Y Y Y B B

This round is relatively straightforward.  Pop the bubbles as you go along, 
stranding bubbles you can't use underneath a cluster of bubbles.  That way when 
you find the one bubble needed to pop the cluster, the 'rogue' bubbles get 
dropped for points.

Round P-2

_______________
 .           .
Y Y r Y Y r Y Y
 X           X
G G r G G r G G
 r           r
B B r B B r B B

Another fairly straightforward round, and an introduction to rainbow bubbles and 
inert blocks.  You always start with a blue bubble, and you can fire it just 
about anywhere to see a rainbow chain reaction.  Note how it works and look 
forward to similar situations popping up in Normal and Version 2.5.  The inert 
blocks are there just to show you how they work.  Pop the yellows and let the 
chain reaction take care of both inerts.  Hopefully both rainbow blocks 
connected to those yellows are still there to allow both inerts to be dropped at 
once.  Also consider this training for how to 'force' the bubble launcher to use 
only the colors you have left on the screen.  The best way to do this is via the 
'rogue' bubble method:

__________
B       G
 B       G
  
In the situation above, suppose the launcher currently has a green loaded with a 
green ready to load.  You could shoot the first green on top of the two greens 
already there, making those three pop.  That leaves a green bubble in the 
launcher and no greens to pop.  Not to worry, just launch that green so that it 
hangs to the lower left of the two blues, like so:

__________
B
 B
G

Now, depending on whether the new backup bubble is blue or green, you can either 
shoot it into the lower right spot (blue) or right below the rogue green bubble 
(green).  If the next bubble is green, it either won't matter (the previous 
bubble was blue, which you used to pop the two already there, drop the rogue 
green, and complete the stage) or you can just shoot it at the two green 
dangling from the two blue and pop them.  Eventually the odds will be against 
the launcher and it'll give you a blue bubble to pop with.

Generally, this idea leads to better drop points, but eats up time and can be 
dangerous (you're making a cluster of bubbles closer to the 'loss' line).   The 
more colors there are, the harder it gets to set up safe rogue drops.  When 
mastered though, it leads to good drop points.  Now, back to the puzzles at 
hand...

Round P-3

_______________
B B         B B
 .           .
Y Y         R R
 R R       Y Y
B B         B B
 Y Y       R R
R R         Y Y

This stage helps teach you how to use the ceiling to bounce bubbles into popping 
position.  The best way to start is to pop the highest right most yellow or 
leftmost red clusters.  Once you get the hang of angling off the ceiling, shoot 
for the left most yellow and rightmost red clusters.  If you start out with a 
blue, either park it on the lowest
clusters, or aim for the blues at the very top of the field.  You've got about 2 
1/2 bubble lengths (5 rows game-wise) between you and The Line, so even if you 
stumble upon a swarm of blues, you can just pop them three at a time with little 
consequence, whether you decide to pop the pair of blues at the top or not.

Round P-4

_______________
  W W
 b 0 P
  b P
 . . .

This is possibly the hardest of the Practice stages, requiring you get a good 
grip on bouncing bubbles off the wall.  The gem bubble is there for no good 
reason... unless you happen to shoot it with a black bubble.  If you do, you'll 
drop the two whites (as well as anything else you may have slapped on top or on 
the side of them).  After popping the two purples, shoot any white or purples 
under the three stabilizers if you're going for the Black Gem Drop and clean 
them up later.  Otherwise, pop the bubbles as they come to you and move onto the 
last stage in Practice mode.

Round P-5

_________________________________
P P R R O O b b   W W Y Y G G B B
       0     .     .     0
B B P P R R O O   b b W W Y Y G G
       0     0     0     0
W W Y Y G G B B   P P R R O O b b
 r r r r r r r r r r r r r r r r
W W Y Y G G B B   P P R R O O b b

The first big stage and certainly not the last.  There's no solid strategy here 
until you open a way to some of the gem bubbles.  Pop clusters as you get the 
chance, and unless a specific color would be a better 'trigger' for a gem, pop 
those as they become available.  Pile up rogue bubbles to drop.

Congrats, you've just cleaned out Practice.  A good score to have after cleaning 
out all five is 2 million.  3 million is great and anything higher is excellent.

-= Miscellaneous =-

1.)  Point layout

The point system in PB3 is relatively easy to understand.  For each bubble you 
pop you get 10 points.  If you pop three you get 30 points, and so on.  For each 
bubble you drop, you get 10*2^x total points, where x is the number of bubbles 
dropped.  This holds true until you drop 17 bubbles (1,310,720 points).  After 
that point, the system changes.  I've
gotten 1,310,720 for much more than 17 bubbles, yet I've also gotten 2,621,440 
and even 10,485,760 for about the same number.  If anyone knows the key to 
getting the drop bonuses past 1.3 million, let me know.

2.)  History

July 11, 2001:  I start work on this FAQ.

July 12, 2001:  I finish v1.0.  All that remains now is to get in touch with 
pre-readers and people I used info to make certain I have permission to use it.

July 16, 2001:  All the necessary permission checks were received and v1.0 is 
sent out for its initial run.

3.)  Thanks and Mentions

Thanks go out to:

- Otto Chan (chanh@ecf.toronto.edu) for having the initial PB3 FAQ I read and 
unknowingly inspiring me to write one of my own.

- Bubandbob.com (www.bubandbob.com) for having a good PB3 section I could read 
and get information from.

- Steven Ives (saives@gameoverdude.com) for having a good 'legal crap' setup I 
could use.

- Nere (email@withheld.com) for letting me know that Sonic Blast Man had been in 
a pair of SNES games.

- Taito for making Puzzle Bobble 3. 

Mentions of note:

Version 1.1 of this FAQ will, at the very least, add:

- One complete path through both main puzzle versions.

- Bubble info for the eight playable characters in versus mode.

- Removal/changing of various errors I may have made in this version.

- Addition of any info people provide in terms of what characters say and just 
about everything I missed with Debblun/Drunk.

- Addition of any sites I decide are trustworthy enough to the point where they 
can host my FAQ.

