bb1

Display informations about Barcode Battler 1 barcodes.

BB1

Display barcode informations as seen by the Barcode Battler 1 handheld game system.

Usage

bb1 <ean_digits>

The tool accepts any valid EAN-8 or EAN-13 barcode (digits only, checksum validated) and displays the full card stats for both VS Mode and Story Mode.

Barcode Battler 1 Technical Reference

Barcode Battler (1991, Epoch) is a handheld game that reads standard EAN barcodes from everyday product packaging and converts them into battle cards. Every barcode produces a unique card with its own stats, type, and special ability — making any barcode scanner a card generator.

Barcode Formats

The device accepts two standard barcode formats:

Format Digits Notes
EAN-13 13 Most product barcodes; full stat range
EAN-8 8 Compact product barcodes; always uses post-reading

The last digit is the EAN check digit, calculated from the preceding digits. It also carries meaning in post-reading mode (see below).


Reading Modes

A barcode is decoded using one of two methods. The device selects the method automatically based on specific digit positions.

Pre-reading (Direct Mapping)

Stats are read directly from the barcode digits with no transformation. This method applies when:

  • The first digit is 0 or 1, and the race digit (position 7) encodes a fighter race (04)
  • The first digit is 0 or 1, the race digit encodes a non-fighter, and the raw stat values are low (HP ≤ 50, ST ≤ 19, DF ≤ 19)
  • The first digit is 29, digit at position 2 is 9, and digit at position 9 is 5

Digit layout in pre-reading:

Position:  0  1  2  3  4  5  6  7  8  9  10 11 12
           [  HP   ] [ST] [DF] [R][J][Sp][Spec ] [CK]

HP  = digits 0–2
ST  = digits 3–4
DF  = digits 5–6
Race    = digit 7
Job     = digit 8
Speed   = digit 9
Special = digits 10–11

Post-reading (Formula-Based)

When the barcode does not qualify for pre-reading, stats are derived through a non-linear formula applied to the upper digits. The race is determined by the last digit (position 12 — the EAN check digit). Stats involve modular arithmetic and digit recombination:

  • HP — derived from digits 9, 10, 11 (digit 11 halved, then concatenated)
  • ST — derived from digits 9 and 10 with +7/+5 offsets and modulo-10 wrapping
  • DF — derived from digits 8 and 9 with +7 offsets and modulo-10 wrapping
  • Job — digit 5 (EAN-13 only)
  • Speed — digit 10
  • Special — derived from digits 8 and 10 depending on the value of digit 8

Weapon and armor bonuses also follow distinct formulas in this mode.


Stats

All raw stat values are multiplied by 100 to get the in-game value (e.g., a raw HP of 420 becomes 42,000 in-game).

Stat Description
HP Hit Points — the card's life total
ST Strength — offensive power
DF Defense — damage reduction
Speed Determines turn order in battle
PP Power Points — herb/recovery charges; fighters always start with 5
MP Magic Points — available only to Wizards (Job ≥ 7); starts at 10

Card Types

The race digit determines the card's role in battle.

Fighters

Fighters are the primary battle cards. There are five races:

Race Value Notes
Mechanical 0 Strong attack bias; HP ≥ 200 grants +ST bonus
Animal 1 Strong defense bias; HP ≥ 200 grants +DF bonus
Aquatic 2 Balanced; HP ≥ 200 grants both +ST and +DF
Bard 3 No race-specific bonus
Human 4 No race-specific bonus
Race Bonuses (Pre-reading, HP ≥ 200)

These bonuses are applied automatically when a fighter's raw HP reaches 200 or more:

Race Condition Bonus
Mechanical Always ST +100
Mechanical ST digits ∈ {13, 29, 45, 61, 77, 93} ST +100, DF +100 (additional)
Animal Always DF +100
Animal DF digits ∈ {13, 29, 45, 61, 77, 93} ST +100, DF +100 (additional)
Aquatic Always ST +100, DF +100

Weapons

Weapons provide an ST bonus to a fighter when played before a battle.

Race Value Durability
One-Use Weapon 5 Consumed after one battle
Durable Weapon 6 Persists across battles

Armors

Armors provide a DF bonus to a fighter when played before a battle.

Race Value Durability
One-Use Armor 7 Consumed after one battle
Durable Armor 8 Persists across battles

Items (Power cards)

Items restore stats and are identified by their Job digit:

Job value Effect
0–4 Restores HP
5–6 Info card (Story Mode / C1 only)
7 Restores PP
8–9 Restores MP

Jobs

Jobs apply to fighters and determine their class. Soldiers and Wizards have different capabilities in battle.

Job Value Class Notes
Soldier 0 0 Soldier
Soldier 1 1 Soldier
Soldier 2 2 Soldier
Soldier 3 3 Soldier
Soldier 4 4 Soldier
Soldier 5 5 Soldier
ST Soldier 6 Soldier Special soldier variant; no MP
Wizard 7 7 Wizard Magic user; starts with 10 MP
Wizard 8 8 Wizard Magic user; starts with 10 MP
Wizard 9 9 Wizard Magic user; starts with 10 MP

Soldiers cannot use magic (MP = 0). Wizards have access to MP-based abilities.


Game Modes

VS Mode (2-player)

Full stats are used as-is. This is the standard competitive mode where two players face off with their scanned cards.

Story Mode (C1)

In single-player story mode, all fighter stats are scaled down using the following formula:

HP  = (HP  ÷ 10)
ST  = (ST  ÷ 10) + 1
DF  = (DF  ÷ 10) + 3

These values are then multiplied by 100 for the in-game display. For example, a VS Mode card with HP 42,000 / ST 9,500 / DF 7,800 becomes HP 4,200 / ST 1,000 / DF 1,000 in Story Mode.


Special Effects

Each card carries one special effect encoded in the barcode. In pre-reading mode it comes from digits 10–11; in post-reading mode it is derived from digits 8 and 10. A value of 0 means no special effect.

The original Barcode Battler manual deliberately left most of these effects undocumented, encouraging players to discover them through trial and error. The descriptions below come from the original Japanese source material and community reverse-engineering. Effects marked uncertain have no confirmed mechanical specification beyond their Japanese label.


Conditional 3× Attack (「三倍剣」— "Triple Sword")

Codes 1–8, 10 (job-targeting) and 11–15 (race-targeting)

The Japanese term 三倍剣 (sanbai ken, "triple sword") refers to a conditional attack multiplier. When this card's ST attack lands against an opponent whose Job (codes 1–8, 10) or Race (codes 11–15) matches the encoded target, the attack deals 3× the card's ST value instead of the normal amount.

This is the most common special effect in the game. It is highly situational — it does nothing against mismatched opponents — but dominant when the condition is met.

Code Trigger condition
1 Opponent is Job 1 (Soldier 1)
2 Opponent is Job 2 (Soldier 2)
3 Opponent is Job 3 (Soldier 3)
4 Opponent is Job 4 (Soldier 4)
5 Opponent is Job 5 (Soldier 5)
6 Opponent is Job 6 (ST Soldier)
7 Opponent is Job 7 (Wizard 7)
8 Opponent is Job 8 (Wizard 8)
10 Opponent is Job 0 (Soldier 0)
11 Opponent is Race 1 (Animal)
12 Opponent is Race 2 (Aquatic)
13 Opponent is Race 3 (Bard)
14 Opponent is Race 4 (Human)
15 Opponent is Race 0 (Mechanical)

Stat Multipliers

These effects modify the card's own stats or the opponent's stats for the duration of the battle.

Code Effect Direction
16 Own ST ×0.5 (−50%) Self debuff
17 Own ST ×1.5 (+50%) Self buff
21 Own DF ×1.3 (+30%) Self buff
23 Opponent ST ×0.7 (−30%) Opponent debuff
25 Opponent DF ×0.7 (−30%) Opponent debuff
28 Opponent HP ×0.7 (−30%) — applied before the first round Opponent debuff

Code 28 is the most powerful debuff: the opponent's HP is reduced by 30% at the start of the battle, before any attacks are exchanged.


Item Curses

These codes affect item cards (weapons, armors, HP restorers) and introduce a chance of the item backfiring.

Code Effect
30 HP restore item: 50% chance to drain HP instead of restoring it
31 ST weapon: 50% chance the ST bonus becomes a penalty (negative ST)
32 DF armor: 50% chance the DF bonus becomes a penalty (negative DF)

The curse is resolved randomly at the moment the item is played — the player has no way to know in advance whether the item will help or harm.


Battle Modifiers (uncertain)

The following effects are documented in the original Japanese source material but their exact numerical impact was never officially published. The descriptions below are translations of the original labels.

Code Effect
37 Own first-strike rate up — increases the probability of attacking before the opponent each round
38 Own hit rate up — increases the probability of attacks landing
39 Opponent hit rate up — increases the opponent's chance to land attacks (a self-handicap)
40 Own hit rate down — decreases own accuracy
41 Opponent hit rate down — decreases the opponent's accuracy
43 Opponent recovery rate down — reduces how much HP/PP opponents restore from items
44 Own recovery rate up — increases how much HP/PP is restored from items

Story Mode Rewards

These effects only apply in Story Mode (C1/C2). When the player defeats a card carrying one of these codes, the hero's stats are permanently boosted by the listed amount for the rest of that story run.

Code 50 marks the hero card itself — the card the player scans as their main character at the start of Story Mode.

Code Effect on defeat
50 Hero card — the player's Story Mode protagonist
65 Hero gains +1,000 HP
66 Hero gains +3,000 HP
70 Hero gains +200 ST
71 Hero gains +400 ST
72 Hero gains +600 ST
73 Hero gains +800 ST
75 Hero gains +200 DF
76 Hero gains +400 DF
77 Hero gains +600 DF
78 Hero gains +800 DF
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