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DESIGN
The story of Bomberman is about a robot who works for an malevolous force in an underground complex, and if he manages to get to the surface he will become a human.
Bomberman ending
In fact, when you finish the NES version, Bomberman becomes human.
Power-Ups:
Bomb Up: To drop 10 bombs.
Fire Up: To increase the radius of bombs explotion.
Speed Up: To make Bomberman faster at movement.
Remote Control: To detonate the bombs when you want.
Wall Pass: To pass through walls.
Bomb Pass: To pass through bombs.
Flame Pass: To survive to bombs.
Invincible: During 30 seconds, neither bombs nor enemies affect Bomberman.
Achievments:
B Panel: Find and walk over the Exit without defeating any enemies. Worth 10,000 points.
Goddess: After you defeat all the enemies, walk around the outer ring of the map. Worth 20,000 points.
Cola: Without defeating any enemies, find and walk over the Exit, and keep walking without letting go of the D-Pad for roughly 15 seconds. Worth 30,000 points.
Famicom: Defeat all the enemies, then detonate a 248 chain reaction with normal Bombs. Worth 500,000 points.
Programmer Nakamoto: Defeat all the enemies without destroying any Soft Block. Worth 10,000,000 points.
Dezeniman: Destroy all the Soft Blocks without defeating any enemies, then bomb the Exit 3 times. Worth 20,000,000 points.
Enemies:
- Ballom: They are slow, but just as their predecessor their movement can be very unpredictable. However, they will hunt for the ball. They are connected to the bombing energy and will be created when the end of the stage is bombarded, which contains on or when the startup is destroyed. It will do a player over the collision. They get 1 hit to win and score 100 points.
- Pontan: Pontan moves very quickly, passes through soft blocks and constantly persecuted the player. It is the fastest and most dangerous enemy in the game. They are connected to the invincibility and appear as such a ball is blown up, or the level outlet with this switch on the ball or worse if the timer reaches zero. It will do a player over the collision.
- Minvo: They move like Onil, except moderately faster, where their speed is slower than pass and Pontan. They look like orange-smiling faces with bush teeth and often open their mouths and lift their eyes. They occur after Dahl, who made their debut in Stage 4. They often persecute the ball if he is nearby, even if they are stuck if he is hiding nearby. They are connected with soft block permeability and will appear when the stage output is bombarded, which contains on or when the startup is destroyed.
- Pass: Pass moves faster than most eight enemies, making it the second fastest enemy, which is only rivaled by a Pontan but cannot pass soft blocks. This is often haunted by the ball. Its behavior and appearance look like a kind of Minvo, which leads to both enemies somehow related to brothers, although passes have ears, white cheek fur and hands and is a tiger. However, unlike the Minvo, the pass is smarter and always chases the balls if it comes to the face. This is due to a refractory switch and appears as the ball is blown up, or the level outlet with this power up, which occurs in the bombing. In a collision, it will hurt the ball. To defeat, it requires 1 impact and results in 4000 points.
- Onils: Onils moves quickly and accidentally. It will persecute the ball when he is nearby. Probably not stuck in the walls and can be incredibly cumbersome. This is the second enemy that has come across. Onils is associated with fire starts, and since such a spawning when a bombarded stage list containing on, or when the startup is destroyed. In a collision, it will hurt the ball. To defeat, it requires 1 impact and gives 200 points.
- Dahl: It debuts in Stage 3 after Onils and often appears in phases. It moves at a slightly fast speed equal to the Onils speed, with a rebound animation. Dahl is not wise, and sometimes it seems to be even less intelligent than Balloms because they won without hearing Bomberman and preferring to move from left to right and sometimes move up and down. They are often stuck in the walls. Dahl is associated with speed increases, and as such will cause when the stage list containing on, bombard is bombarded or when the startup is destroyed. Since this switch is only found in Stage 4, it can easily miss players. They get 1 hit to win and score 400 points.
- Doria: Doria appears as an enemy in Bomberman. It is a slower-moving enemy playing as it moves more slowly than all other 7 enemies, but it can move through soft blocks. It's blue, just like Onil. Dorias are very smart because they will often try to hunt the ball and tend to avoid the balls. Doria is connected to the remote control, and as a spawning of the stage, when the stage outlet is bombed, or when the startup is destroyed. It debuts in Stage 7, where two appears at once, but it may be in Stage 3. Doria will hurt the player with a collision. To defeat, it requires 1 hit and results in 1000 points.
- Ovape: Ovape is usually pink to a red ghost octopus moving through soft blocks. They face Dorias, with one Ovape debut in Stage 10. They occasionally drive after Bomberman, but for the most part they tend to ignore the player. They are connected to the ball pass energy, and they will appear when the stage output containing the on -on, or when the switch is destroyed. This means that they can happen already in Stage 9. Ovape hurts the player in a collision. They get 1 hit to win and score 2000 points.
- Objective: The player must navigate through each level, defeat all enemies, and find the exit hidden under a block to progress to the next stage.
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Movement: The player can move up, down, left, and right within the grid-like maze.
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Bomb Placement: The player can place bombs to destroy walls and enemies. Bombs explode in a cross-shaped pattern after a few seconds.
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Enemies: Each level contains various enemies that move through the maze and can eliminate the player if touched.
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Exit: The exit to the next level is hidden under one of the soft blocks and is revealed by destroying it with a bomb.
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Power-Ups: Certain blocks can be destroyed to reveal power-ups, which enhance the player's abilities.
Player Characters:
- Bomberman: The player's avatar, capable of moving and placing bombs.
Non-Player Characters:
- Enemies: Various enemy types with different movement patterns and behaviors.
Room Objects:
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Walls: Indestructible blocks that form the maze layout.
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Soft Blocks: Destructible blocks that can be destroyed with bombs to clear a path or reveal items.
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Doors: The exit to the next level, revealed by destroying a specific soft block.
Scoring/Health Objects:
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Power-Ups: Items that enhance the player's abilities, such as increased bomb count, bomb blast radius, or speed.
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Score Items: Collectible items that increase the player's score.
Controller Objects:
- Bombs: Placed by the player to destroy soft blocks and enemies. Bombs have a timer and explode in a cross-shaped pattern.
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Bomb Placement: When the player places a bomb, it is positioned in the current grid cell and starts a timer.
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Bomb Explosion: After the timer expires, the bomb explodes, destroying any soft blocks and enemies in its blast radius. The player must avoid the blast to survive.
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Enemy Movement: Enemies move according to their specific patterns and can change direction based on maze layout and player proximity.
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Item Collection: When the player collects a power-up or score item, the corresponding effect is applied (e.g., increased speed, additional bombs).
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Level Completion: When all enemies are defeated and the exit is found, the player advances to the next level.
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Player Death: If the player is hit by an enemy or caught in a bomb blast, they lose a life and must restart the level.
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Time Out: If you run out of time no matter how many enemies are remain, enemies will keep spamming from the exit, Pontans in particular.
NES Controller





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