Introduction
In 1991, a toy company called Epoch released a small white handheld which read barcodes and used the data from them to play out battles. It was called the Barcode Battler. And it started something BIG.Main Menu
When we turned the unit on for the first time, we could see the influence it had on the BCBII.
The first thing you see is the first item on the main menu - "P [vs]C1". At the top, the word "COM" flashes. Pressing SET enters this mode.
Pressing SELECT displays the next option - "P [vs]C". At the top, the word "B1" flashes. Pressing SET enters this mode.
Pressing SELECT displays the next option - "P1[vs]P2". At the top, the word "B2" flashes. Pressing SET enters this mode.
Pressing SELECT takes you back to the first item.
COM
Unlike the Barcode Battler II C1 enemies, which may be predicted by their Lightworld, number and the heroes you're using, the C1 enemies on the Original Barcode Battler appear to have random stats, each within the limits of their own level.
Also unlike the BCBII, the OBCB C1 is fought using only one hero - a Soldier (Warrior).
There are six enemies listed in the manual for each level - a total of 60 enemies, but it is possible to end up fighting the same enemy (with different stats) many times before you reach the boss.
On defeating a boss, the number after the C increments. In all there are 10 levels. The stats for each hero for each level is as follows:
Level
Hero
C1
C2
C3
C4
C5
C6
C7
C8
C9
C0
Rarman
HP
1200
2200
3200
4200
5200
6200
7200
8200
9200
10200
ST
400
700
1000
1300
1600
1900
2200
2500
2800
3100
DF
100
400
700
1000
1300
1600
1900
2200
2500
2800
U-Ronchan
HP
1200
2200
3200
4200
5200
6200
7200
8200
9200
10200
ST
200
500
800
1100
1400
1700
2000
2300
2600
2900
DF
100
400
700
1000
1300
1600
1900
2200
2500
2800
Bon-Curry
HP
1200
2200
3200
4200
5200
6200
7200
8200
9200
10200
ST
100
400
700
1000
1300
1600
1900
2200
2500
2800
DF
200
500
800
1100
1400
1700
2000
2300
2600
2900
Boss Code
P024
P162
P218
P355
P431
P590
P687
P766
P891
P949
On defeating a boss, wait for the "GOOD" message to appear - then press the L-POWER button. A P-Code will be revealed. These codes may be used in two places, which will be detailed later. The most difficult boss is in C8, which reduces your defence to 0.
As for losing against an enemy, this game is a little more forgiving than its successor - when you die, you may choose any hero you want and re-start the level you were last on, as long as you do not change the game mode.
Should you want to start C1 on a higher level, press L-POWER before you swipe your hero card through. Then press SELECT to change the digit value, or SET to move on to the next digit. Once the code has been entered, press SET to enable it. If it is correct, you will advance to the relevant level.
Understandably, Heroes for the BCBII will not work as heroes for this game, although you may use Heroes from this game as Heroes in the BCBII C1 game. That's backwards compatability for you!
B1
This mode pits your heroes against the enemy cards.
The enemies faced in this mode are far more powerful than the heroes you are given. To build up their strength, they must first face the trials of COM mode. After obtaining the final code, they can be powered up to a suitable level of strength to do battle with these terrible foes!
B2
This mode is the two player mode.
Each player chooses a Soldier card, and then a power-up, either a Weapon (Strike), Protector (Defence) or Power (Health) boost.
As with all of the other modes, the battle is turn based, each player choosing either to attack or rest. There is no limit to survival points, and battles here can last a long time!
The Cards
#
ID
Barcode
Name
Type
HP
ST
DF
Duration
1
Soldier 1
120401154185
Rarman
Soldier
1200
400
100
 
2
Soldier 2
120201044181
U-Ronchan
Soldier
1200
200
100
 
3
Soldier 3
120102308184
Bon-Curry
Soldier
1200
100
200
 
5
Enemy 1
254244005218
Kincho-R
Enemy
12500
4200
4400
 
6
Enemy 2
043231277055
J-Ebara
Enemy
10400
3200
3100
 
7
Enemy 3
284828055254
Iron-Cola
Enemy
12800
4800
2800
 
8
Enemy 4
174438445357
Dry-BL
Enemy
11700
4400
3800
 
9
Enemy 5
932124179136
Bio-Zabrin
Enemy
9300
2100
2400
 
10
Boss 1
495448428193
Chu-Hi-Can
Enemy
14900
5400
4800
 
11
Weapon 1
000200620039
Bow-Gun
ST Boost
 
+200
 
Battle
12
Weapon 2
000100679069
Golden Bat
ST Boost
 
+100
 
Battle
13
Weapon 3
000100698084
D-Bazooka
ST Boost
 
+100
 
Battle
14
Weapon 4
000100658132
Hammer
ST Boost
 
+100
 
Battle
15
Weapon 5
000400521105
Spoon
ST Boost
 
+400
 
1 Turn
16
Weapon 6
000400521112
Lighter-Bom
ST Boost
 
+400
 
1 Turn
17
Protector 1
000003820032
G-Saber
DF Boost
 
 
+300
Battle
18
Protector 2
000006822286
Toothbrush
DF Boost
 
 
+600
Battle
19
Protector 3
000003829110
P-Warmer
DF Boost
 
 
+300
Battle
20
Power 1
040000909026
Cockroach
HP Boost
+400
 
 
 
21
Power 2
100000909140
P-Battery
HP Boost
+1000
 
 
 
22
Power 3
040000900108
M-Water
HP Boost
+400
 
 
 
Methods
It seems the BCBII took this idea a bit further - here, because of the low number of different game elements, only Method 1 gives the full range. Method 2 seems to result only in enemy soldiers.
Exactly how the BCBI decides between the two methods, or if there are more than two methods, we have yet to fully determine.
Method 1
It appears that the only thing seperating Method 1 and Method 2 is the 0th digit - if this is 0 or 1, the barcode is read as Method 1. If it's value is greater than 1, or if it is an EAN-8 barcode, it is treated as Method 2 (below). Barcode addressing system = A||BCDEFG||HIJKLX||
Type
The type depends on digit H. If the value of this digit is less than 5, a Soldier is produced.
The type depends on digit H. If the value of this digit is greater than 4 and less than 7, a Weapon is produced.
The type depends on digit H. If the value of this digit is greater than 6 and less than 9, a Protector is produced.
The type depends on digit H. If the value of this digit is greater than 8, a Power is produced.
Soldiers
The Hero/Enemy alignment is calculated by the values of digits K and L. If they are 1 and 8 respectively, a Hero is produced. Any other values create an Enemy.
Stats are calculated as follows: HP=A*10000 + B*1000 + C*100
ST=D*1000 + E*100
DF=F*1000 + G*100
There are no limits on the stats of a Hero - it is possible to create a Hero with 19900HP, 9900ST and 9900DF.
Weapons
The longjevity of a Weapon depends on the value of digit H. If this is 5, the Weapon will only last for one round. If it is 6, it will last for the duration of the battle. The stat increase given by a Weapon cannot be carried over from one battle to the next.
The Strike power of a Weapon can be calculated as follows: ST=D*1000 + E*100
Protectors
The longjevity of a Protector depends on the value of digit H. If this is 7, the Weapon will only last for one round. If it is 8, it will last for the duration of the battle. The stat increase given by a Protector cannot be carried over from one battle to the next.
The Defence power of a Protector can be calculated as follows: DF=F*1000 + G*100
Powers
The stat increase given by a Power may be carried over from one battle to the next.
The Health power of a Power can be calculated as follows: HP=B*1000 + C*100
Compatability
The compatability of certain power-ups with certain soldiers is under investigation. Not enough is known about this yet to write conclusively about it.
Effects
The stat reduction effects of certain power-ups and soldiers is under investigation. Not enough is known about this yet to write conclusively about it.
Method 2
Not yet knowing the boundries of Method 1 on the BCBI, all we can say is Method 2 barcodes are calculated as follows: Barcode addressing system = Z||ZZZZFG||HIJKLX|| or ||FGHI||JKLX||
HP=(I*10+J+(IF I==0 add 100))*100
ST=(10+K)*100
DF=(L+(IF L==0 add 1))*100
It appears that Method 2 is only capable of creating Soldiers, and these cannot be used as Heroes.
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