| Describing the arcade game in March 1989, The One wrote that the player takes control of Bub or Bob, turned human at the end of Bubble Bobble, who battle through seven islands to collect seven colored gems, firing rainbows instead of bubbles. There are 64 special items to collect, which raise the number of rainbows fired from one up to three and the speed at which they are fired. Like its predecessor, it has secret points bonuses and secret islands to discover, "a bit like the hidden rooms in Bubble Bobble". | p. 15, Work in Progress, "The Coin-Op" (image 15)p. 15 (image 15)p. 15 (image 15)p. 15 (image 15)p. 15 (image 15)p. 15 (image 15)p. 15 (image 15)p. 15 (image 15)p. 15 (image 15)p. 15 (image 15) | Magazine |
| In March 1989 The One's Gary Penn reported from Graftgold, which was converting Taito's Rainbow Islands to the Atari ST and Amiga for Firebird. After three months of work the team had put in over a year of man-hours. Andrew Braybrook was "the man most actively involved with the conversion": the game was his 16-bit debut and his first conversion of another's design. The ST is not known for smooth scrolling, but the game managed it, and Dominic Robinson was responsible; he had written his own multi-tasking operating system for the game. | p. 4, contents (image 4)p. 14, Work in Progress (image 14)p. 14 (image 14)p. 14 (image 14)p. 14 (image 14)p. 15 (image 15)p. 15 (image 15)p. 15 (image 15)p. 15 (image 15) | Magazine |
| The One reported in March 1989 that Taito gave Graftgold 40 sheets of handwritten music and a large booklet with the original game design rather than programming notes. Steve Turner was listening closely to the coin-op and working on ways to coax the right sounds out of the 16-bit machines. Graftgold's Spectrum programmer David O'Connor had played the coin-op most and play tested every routine, and the team spent a couple of hours videoing the game through to the end for reference. | p. 16, Work in Progress, "Sound" (image 16)p. 16, "Sound" (image 16)p. 16, "Sound" (image 16)p. 16, "Gameplay" (image 16)p. 16, "Gameplay" (image 16)p. 16 (image 16)p. 16 (image 16)p. 16 (image 16) | Magazine |