BCBI
(The White One)

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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
HeroC1C2C3C4C5C6C7C8C9C0
RarmanHP12002200320042005200620072008200920010200
ST40070010001300160019002200250028003100
DF1004007001000130016001900220025002800
U-RonchanHP12002200320042005200620072008200920010200
ST2005008001100140017002000230026002900
DF1004007001000130016001900220025002800
Bon-CurryHP12002200320042005200620072008200920010200
ST1004007001000130016001900220025002800
DF2005008001100140017002000230026002900
Boss CodeP024P162P218P355P431P590P687P766P891P949
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
#IDBarcodeNameTypeHPSTDFDuration
1Soldier 1120401154185RarmanSoldier1200400100 
2Soldier 2120201044181U-RonchanSoldier1200200100 
3Soldier 3120102308184Bon-CurrySoldier1200100200 
5Enemy 1254244005218Kincho-REnemy1250042004400 
6Enemy 2043231277055J-EbaraEnemy1040032003100 
7Enemy 3284828055254Iron-ColaEnemy1280048002800 
8Enemy 4174438445357Dry-BLEnemy1170044003800 
9Enemy 5932124179136Bio-ZabrinEnemy930021002400 
10Boss 1495448428193Chu-Hi-CanEnemy1490054004800 
11Weapon 1000200620039Bow-GunST Boost +200 Battle
12Weapon 2000100679069Golden BatST Boost +100 Battle
13Weapon 3000100698084D-BazookaST Boost +100 Battle
14Weapon 4000100658132HammerST Boost +100 Battle
15Weapon 5000400521105SpoonST Boost +400 1 Turn
16Weapon 6000400521112Lighter-BomST Boost +400 1 Turn
17Protector 1000003820032G-SaberDF Boost  +300Battle
18Protector 2000006822286ToothbrushDF Boost  +600Battle
19Protector 3000003829110P-WarmerDF Boost  +300Battle
20Power 1040000909026CockroachHP Boost+400   
21Power 2100000909140P-BatteryHP Boost+1000   
22Power 3040000900108M-WaterHP 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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